hello, i’ve made a basic sword with some animations and i’ve got an issue to when the player clicks quick enough to where the animations don’t reset to the natural idle animation, the lookvector is causing the player to sort of bounce to the ground and move left or right and not straight when shiftlocked (sorry if i explained it badly)
i’m trying to make it to where the bodyvelocity goes forward and not in another direction, without it being too slow
i’ve tried making waits and it worked, however it doesn’t feel very right and the point was to make the attack anims blend into the next attack anim
this one is when the head is back forwards after the animation is done playing, making the bodyvelocity fixed, but it’s slow and the anim doesn’t blend into the next
this one is when the player clicks quickly, and the animations blend into the next animation but the bodyvelocity is following the torso which isn’t forward like i wanted it, causing it to move my character left, right, and down
i don’t know if it’s an animation or with the script, although to be frank i’m not too happy about the animations
local function swoosh(player)
local Character = tool.Parent
print("click")
if attacknumber == 1 and debounce == false then
debounce = true
print("no1")
if Character then
local Humanoid = Character:FindFirstChildWhichIsA("Humanoid")
if Humanoid then
local LoadedAnim = nil
LoadedAnim = Humanoid:LoadAnimation(swing1anim)
if LoadedAnim then
bodyVelocity.Parent = Character.HumanoidRootPart
bodyVelocity.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
bodyVelocity.Velocity = -(Character.Head.CFrame.ZVector * 4)
LoadedAnim:Play()
swingsound:Play()
damage = true
trail.Enabled = true
LoadedAnim.Stopped:Wait()
bodyVelocity.Parent = nil
damage = false
attacknumber = 2
trail.Enabled = false
print(attacknumber)
debounce = false
end
end
end
thank you!