Hello! I’ll make this quick and simple:
- I have an emote system that lets the player pick from a long table of self-acquired emotes
- When they press the button holding an emote, they play an animation
- The problem is sometimes, an Animation may overlap with another if you do it quick enough
SCRIPT:
btn.Interact.Activated:Connect(function()
holder.Visible = false
if loadedAnim.IsPlaying then
loadedAnim:Stop() --this stops any current animations, but sometimes it just doesn't work
else
for i, playingEmote in pairs(animateEmotes) do
playingEmote:Stop() --this gets any emotes that are in 'animateEmotes' and stops them
table.remove(animateEmotes, i)
end
loadedAnim:Play()
table.insert(animateEmotes, loadedAnim) --this adds the current 'loadedAnim' to the table
end
end)
What can I do/add to stop the previous animation, guaranteed?