Hello, I’ve encountered a Issue in which my animation wont seem to play all of my facial animations when played as part of a timed event I made. This doesn’t seem to be a problem with the animation priority as when I run it by itself, it works perfectly fine. Maybe it’s a bug? Idk really. I can only assume this a direct result of being part of a series of code with multiple animations at once instead of one script.
I’ve already tried:
- Exporting the animation at action 4 priority
- changing the animation weight
- stopping all other animations in the humanoid beforehand
What it looks like in the event:
What it looks like run by itself:
Animation Script(triggered in the event with a bindable event):
local hum = script.Parent.Humanoid
local anim = hum:LoadAnimation(script.Parent.throw)
local float = hum:LoadAnimation(script.Parent.float)
local float2 = hum:LoadAnimation(script.Parent.float2)
local destroyer1 = hum:LoadAnimation(script.Parent.destroyer1)
be = game.ServerScriptService.EventHandler.Event2
--local anim2 =
--local anim3 =
Model = script.Parent
--NewCFrame = CFrame.new(script.Parent.HumanoidRootPart.Position) + Vector3.new(-.8114, 0, 0)
be.Event:Connect(function()
print("destoryer2animation")
wait(2)
NewCFrame = CFrame.new(210.377, 225.983, 38.798) * CFrame.Angles(math.deg(0), math.deg(-90), math.deg(0))
Model:SetPrimaryPartCFrame(NewCFrame)
local char = script.parent
for _, part in pairs(char:GetChildren()) do
if part:IsA("BasePart") and part.Name ~= "HumanoidRootPart" then
coroutine.wrap(function()
for count=1,0,-.1 do
part.Transparency = count
wait(.1)
end
end)()
end
if part:IsA("Part") then
part.CanCollide = true
part.CollisionGroupId = 0
end
end
anim:Play()
wait(10)
NewCFrame2 = CFrame.new(230.762, 109.727, -115.614) * CFrame.Angles(math.deg(0), math.deg(37.301), math.deg(-0))
Model:SetPrimaryPartCFrame(NewCFrame2)
float:Play()
wait(5)
float:Stop()
game.Workspace.coolblendercameradude:SetPrimaryPartCFrame(CFrame.new(53.06, -167.051, 175.375) * CFrame.Angles(math.rad(-89.823),math.rad(0),math.rad(4.8)):ToWorldSpace())
for i, v in pairs(hum:GetPlayingAnimationTracks()) do
print(v)
v:Stop()
end
destroyer1:Play(0,1.0)
end) ```