Having a rifle in the inventory and a pistol makes animation bugs using FE Gun Kit (FIXED)

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve? Keep it simple and clear!

An gun system using FE Gun Kit.

  1. What is the issue? Include screenshots / videos if possible!
  1. What solutions have you tried so far? Did you look for solutions on the Developer Hub?

Looking to see if there’s something wrong with the animations.

Reading the script again to see if there’s something wrong with my script, didn’t find anything but I think that’s what the problem is.

Because you didn’t stop the old animation between every time you call the new animation. Overwriting animations can cause buggy animations.

There’s no old animation playing, in my unjam script it disables aiming and idle and every other animation then after the unjam is done it plays the idle script. But, the problem is that it plays the pistol’s idle not the rifle’s idle if a pistol is in the inventory.

Check the animation ID.

ffffffffffffffffffffff

Already did 5 times as I said, I already checked. If the pistol isn’t in the inventory and I unjam the rifle, the correct animations play , but if the pistol is in the inventory , the correct animations don’t play.

Wrong animations play instead (the pistol idle)

Turns out u have to add CommonVariables.ActuallyEquipped to ur functions.

1 Like

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.