Fe melee kit issue

I am experiencing issues with animations The animations seem to not be playing like they are meant to For example:


but this is how its meant to look like

Any overlaying animations? I use FMK too and I am not experiencing this issue.

what animation type do you set your equip animation to ??

Action.

2 Likes

Not animation wise but is there a way I can make it so that the player moves forward when attacking.

What do you mean move forward?

like this

robloxapp-20230416-0840341.wmv (888.2 KB)

Btw thx turns out its because i set the animation to movement. I set it to action and its working well

Quick question which is using better motor6 for animations or not using it ? And if I don’t use it will I be able to animate the handle ?

Motor6ds is what makes the tool handle animatable.

What melee kit version do you use ?

V1.2.3

i was using the latest version but when i add weapon tags it stops working

I don’t really mess with weapon tags. I just use default settings with my own edited versions.

local Tool = script.Parent

Module = {
	
	TOOL_VERSION = ("v1.2.3");

	MainSettings = {
		
		["MainAnimationTable"] = {
			{ID = "rbxassetid://", Type = "Equip", Speed = 2};
			{ID = "rbxassetid://", Type = "Idle", Speed = 0.5};
		};
		
		["MainSoundsTable"] = {
			{ID = "rbxassetid://3431749479", Type = "WeaponTakeDamage", Speed = {1}, Volume = 1};
			
		};
		
		-- MainSounds [ WeaponTakeDamage, WeaponBreak, AttackBlockStart, AttackBlockLoop, AttackBlockEnd, AttackBlockImpact ]
		-- The EquipSound is in the Handle. You can add an IdleSound to the weapon by insertting a new sound called "IdleSound" in the handle.
		
		--======--
		
		WeaponTags = {
			["EquipAttackDelay"] = (0.9); -- The delay for attacking when you equip the weapon.

			-- lol good luck
		}
		
	};
	
	VisualSettings = {
		["EnableChargeBar"] = true;
		["VisibleTrail"] = true;
		["VisibleDamageTag"] = true;
		
	};
	
	Abilities = { -- You can grab abilities to put from the AbilityModule. Make sure to use the ability's name!
		-- "Test",
	};

};

return Module

then what will you do if you want a to block or make a chainsaw melee

Here are the settings for chainsaw.

WeaponTags = {
			["ChainsawAttack"] = true; -- When set to true, the sword will attack in a chainsaw-like manner. Hold / release to attack!
			["ChainsawAttackBeginDelay"] = (3); -- The delay before the chainsaw starts dealing damage. Must be included with ChainsawAttack.
			["WeaponWalkspeedChange"] = (7); -- Walkspeed of player when weapon is held.
			["ChainsawTargetAttackCooldown"] = (0.1); -- How long until you can hit the same target again. Must be included with ChainsawAttack
		}

Once I add a weapon tag of any sort my melee stops attacking

What do you mean by not attacking? Also I’m sure you can find a pre-built FMK Chainsaw in the toolbox, heck it probably even has all the settings and the manual itself.
Also do you have these settings in the 1 ModuleScript?

["AnimationTable"] = {
		
			{ID = ("rbxassetid://"), speed = {1}, animationType = "ChainsawLoop", hitboxTimes={0, 1.1}},
			{ID = ("rbxassetid://"), speed = {1}, animationType = "ChainsawEnd", hitboxTimes={0, 1.1}},
			{ID = ("rbxassetid://"), speed = {1}, animationType = "ChainsawStart", hitboxTimes={0, 1.1}},
		{ID = ("rbxassetid://"), speed = {1.75}, animationType = "Charging", hitboxTimes={0, 0.5}},
		{ID = ("rbxassetid://"), speed = {5}, animationType = "MaxCharging", hitboxTimes={0, 0.5}},
		
	};
			
	["SoundsTable"] = {
			{soundID = "rbxassetid://3352260042", pitch = {1}, volume = {2}, timeposition = {0.3}, delaysound = {0}, soundType = "ChainsawLoop"},
			{soundID = "rbxassetid://9113765101", pitch = {0.9}, volume = {2}, timeposition = {0}, delaysound = {0}, soundType = "ChainsawStart"},
			{soundID = "rbxassetid://9113765101", pitch = {0.9}, volume = {2}, timeposition = {0}, delaysound = {0}, soundType = "Equip"},
			{soundID = "rbxassetid://9113765101", pitch = {1.3}, volume = {2}, timeposition = {0}, delaysound = {0}, soundType = "ChainsawEnd"},
			{soundID = "rbxassetid://4529474217", pitch = {0.8}, volume = {3}, timeposition = {0}, delaysound = {0}, soundType = "ImpactSound"},

	};

As in my sword does not do damage neither does it swing

No i dont have those settings this is how it looks

local Tool = script.Parent

Module = {

TOOL_VERSION = ("v1.2.3");

MainSettings = {
	
	["MainAnimationTable"] = {
		{ID = "rbxassetid://94160581", Type = "Equip", Speed = 1.75};
		{ID = "rbxassetid://94108418", Type = "Idle", Speed = 1.25};
	};
	
	["MainSoundsTable"] = {
		-- {ID = "rbxassetid:// ID HERE ", Type = "LOOK IN ARRAY BELOW", Speed = {MIN, MAX}, Volume = {MIN, MAX}};
		
	};
	
	-- MainSounds [ WeaponTakeDamage, WeaponBreak, AttackBlockStart, AttackBlockLoop, AttackBlockEnd, AttackBlockImpact ]
	-- The EquipSound is in the Handle. You can add an IdleSound to the weapon by insertting a new sound called "IdleSound" in the handle.
	
	--======--
	
	WeaponTags = {
		-- lol good luck
	}
	
};

VisualSettings = {
	["EnableChargeBar"] = true;
	["VisibleTrail"] = true;
	["VisibleDamageTag"] = true;
	
};

Abilities = { -- You can grab abilities to put from the AbilityModule. Make sure to use the ability's name!
	-- "Test",
};

};

return Module