local tool = script.Parent
local handle = tool:WaitForChild("Handle")
local animation = tool:WaitForChild("Animation") --place animation instance inside tool (change name if needed)
tool.Equipped:Connect(function()
local character = tool.Parent
local humanoid = tool:WaitForChild("Humanoid")
local anim = humanoid:LoadAnimation(animation)
anim:Play()
anim.Looped = true
end)
Yes, I set it so that the custom one plays on a loop when the tool is equipped.
local tool = script.Parent
local handle = tool:WaitForChild("Handle")
local animation = tool:WaitForChild("Animation") --place animation instance inside tool (change name if needed)
local anim
tool.Equipped:Connect(function()
local character = tool.Parent
local humanoid = tool:WaitForChild("Humanoid")
anim = humanoid:LoadAnimation(animation)
anim:Play()
anim.Looped = true
end)
tool.Unequipped:Connect(function()
anim:Stop()
end)
This will stop it when the tool is unequipped, from there you’re welcome to add in support for other animations to be played.
Okay the Idle Animation works again now but for some reason the walk animation is still not playing. Maye because I used Roblox’s Knight Animation? Do I have to make my own?
I’m not familiar with that animation but I’m guessing you have to be moving below a certain walkspeed for it to trigger otherwise the standard running animation will play.