Why do the animations use :Play and :Stop in the same line?
cause I want to load them when the player spawns in so there’s no delay when loading them for the first time
It does work tho, but like I said on the topic when I respawn it returns “Cannot load the AnimationClipProvider Service” and I don’t think it’s that line’s fault
You could try this:
Humanoid.Died:Connect(function()
if GunUI then
GunUI:Destroy()
GunUI = nil
end
holdingfire = false
equipped = false
reloading = false
canfire = false
for _, animation in ipairs(allanimations) do
animation:Stop()
end
task.wait(game:GetService("Players").RespawnTime + .25)
loadidle = animator:LoadAnimation(idleanim) loadidle:Play() loadidle:Stop()
loadfire = animator:LoadAnimation(fireanim) loadfire:Play() loadfire:Stop()
loadreload = animator:LoadAnimation(reloadanim) loadreload:Play() loadreload:Stop()
end)
It still doesnt work. do you know what might be causing the AnimationClipProvider error in the first place? (can’t get animation, can’t get character, etc.)
Could i see how the instance hierarchy looks? (the layout of the tool’s children.)
here you go
-
Try checking where if the animations are still in the players backpack after they die. (Players > “Player’s Name” > Backpack)
-
Maybe try placing the animations into ReplicatedStorage and referencing them there.
perhaps I can do
repeat
wait()
until tool:FindFirstChild("Animations")
?
You could try:
repeat
wait()
until Player.Backpack[“Tool Name”]:FindFirstChild("Animations")
ok, so i checked. I basically did this:
if animator and idleanim then
loadidle = animator:LoadAnimation(idleanim)
elseif not animator then
print("Cant get animator")
elseif not idleanim then
print("Cant get animation")
else
print("Unknown")
end
So basically roblox just couldn’t load it for some reason because it didnt return anything but the animationclipprovider error
oh i see, i assume its working now, correct?
Nope, still not working. I still don’t understand why. I don’t know if it a roblox’s thing or my fault. I went to my older game that has the same method of loading animation and it works fine
So i did some research and i found out you can try using :PreSimulation (Which is the new :Stepped) before loading the animations like so: game:GetService('RunService').PreSimulation:Wait()
(Heres the post i used for reference btw: How to fix the "Cannot load the AnimationClipProvider Service." error)
Yup, works like a charm! Thank you for helping me for 3 days lol
Edit, nvm it doesn’t really fixes it all of the time but it does reduce a significant chance of error
glad i could help, hopefully you’ll be able to completely fix the bug.
I mean… it’s alright(?) cause the player will only will be given the weapon like once, but hey, never know when I’m gonna need em
Now im not sure if this will work, but i just found out about the ContentProvider Service, You can try preloading the animations like this:
local ContentProvider = game:GetService("ContentProvider")
local idleanim = script.Parent.Animations:WaitForChild("Idle")
local fireanim = script.Parent.Animations:WaitForChild("Fire")
local reloadanim = script.Parent.Animations:WaitForChild("Reload")
local Animations = { idleanim, fireanim, reloadanim }
ContentProvider:PreloadAsync(Animations)
-- Load Animations
Nah, same thing. Still not loading
ok, just wanted to know if it worked.
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