Did you guys update animations or something? My game broke

After last nights update, nobody was able to fire guns in my game Lazer, and after checking it out today it was something to do with the animations that I move back to 0 (to not restart same animation every time) it seems like it doesn’t fire the KeyframeReached on the frame that comes right after that. It’s not an error on my part, I’ve checked. I last updated the game Saturday and it’s been working fine until last night. It does move back though, since the KeyframeReached fires for other players, just not the client’s.

So yeah, quick feedback would be nice, as I need to fix this ASAP, it being on featured page and all. Should I email the emergency hotline?

Edit:
The KeyframeReached() part which works once for yourself, but always when it fires on other players

In the script when you initiate a shot (Not the fireshot function showed before, but MouseClick etc):

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Please supply us with images of your hierarchy and the code that you are using (The snippet).

Is the first keyframe of the animation FireShotKeyframe? So the expectation is that you reset the animation to 0, and get KeyframeReached immediately after?

Also, I’m a bit confused - I can fire the gun in this game: LAZER - Roblox

I see the animation & bullets; and other people shoot at me. How do you reproduce the problem?

Are you able to shoot repeatedly with the semi-automatic? That seems to be the problem for most players. Other players’ bullets fire perfectly already, it’s just that it doesn’t fire consecutive shots on your own end.

Ok, I’ll look into this ASAP.

FWIW there are some animation changes but all of them should be disabled right now - maybe there was some bug introduced that wasn’t covered by the usual switches.

Thanks man, you’re a lifesaver :thumbsup:

Should the initial weapon (converter?) have semi-auto?
Should it just activate automatically when you hold the left mouse button, or do you have to click multiple times or enable smth?

Converter is a semi-auto, but the code for it is practically identical to the automatic one. You have to click multiple times to shoot. You can see your ammo go down in bottom left

Argh, okay, yeah - setting timeposition is accidentally broken due to a typo. Play() should still work though.

Hahaha, that’s actually genius. If my game first had to break, let it be something like that lol :smile:

I’m figuring out when to patch this, but I’d recommend working around this by either just playing the track again or using the code that stops/restarts the track.

A lot needs to be redone then. I just checked, and some replication issues now appear with the new system since it actually plays the animation again. First shot get 1 bullet, second shot gets 2 bullets, third shot gets 3 bullets etc. But if there is no fix in near sight, I guess I can redo it. Thanks for everything anyways

This is just because AnimationPlayed triggers again though, so you get multiple connections?

You’ll have to guard against that.

The fix will definitely ship next week. It would be easier if you updated the game to work around in the mean time - due to the complexity of the release process this will make sure your game keeps working on Xbox for example.

Let me know if I can help, and sorry about that!

Alright, since I’m such a great dev & all, I’ve made it work somehow. Thanks for the help anyways, appreciate it!

I’m also having issues with the animations.
Some animations doesn’t load, I haven’t changed anything they just stopped working some hours ago.
Mainly gun animations are broke, the walk and jump (which are NOT roblox animations) work.

EDIT: I don’t use TimePosition, I just use Play and Stop.

How did you make it work? All my gun animations breaks frequently.

The error was in using TimePosition, so I just coded it to play a new animation instead of using the same one. Essentially, anything using TimePosition needs to go

Aight, I dont use that but still have the issues. I’ll make a new thread then.