if TM.check() == "R" then
Leg = "R"
Tween.TweenWeld("Right Leg", CFrame.new(0.5,-2,0), CFRAME_HERE, Direction, Style, Duration)
else
Leg = "L"
Tween.TweenWeld("Left Leg", CFrame.new(-0.5,-2,0), CFRAME_HERE_L, Direction, Style, Duration)
end
wait(0.3)
if Leg == "R" then
Tween.TweenWeld("Right Leg", CFRAME_HERE, CFrame.new(0.5,-2,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, Duration * 1.1)
else
Tween.TweenWeld("Left Leg", CFRAME_HERE_L, CFrame.new(-0.5,-2,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, Duration * 1.1)
end
Is there any way I can make it so it doesnt check the leg twice after the .3 second delay, and instead find a way to make it better?
When I say that, I don’t mean like this:
if TM.check() == "R" then
Leg = "R"
Tween.TweenWeld("Right Leg", CFrame.new(0.5,-2,0), CFRAME_HERE, Direction, Style, Duration)
wait(0.3) -- or task.delay whatever
Tween.TweenWeld("Right Leg", CFRAME_HERE, CFrame.new(0.5,-2,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, Duration * 1.1)
else
Leg = "L"
Tween.TweenWeld("Left Leg", CFrame.new(-0.5,-2,0), CFRAME_HERE_L, Direction, Style, Duration)
wait(0.3) -- or task.delay whatever
Tween.TweenWeld("Left Leg", CFRAME_HERE_L, CFrame.new(-0.5,-2,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, Duration * 1.1)
end
That 0.3 is not just an animation thing, it’s also used for some actual logic in the game, so I don’t want have to go through the extra trouble of adding a million task.wait(0.3)
's just to make the animations.