local Remotes = game.ReplicatedStorage:WaitForChild('Remotes')
local AnimRemote = Remotes:WaitForChild('AnimationEvent')
local function PlayAnimationEvent(Object, Animation, Speed, Interactions)
local Track = nil
if not Speed then
Speed = 0
end
if not Interactions then
Interactions = 1
end
if Object:FindFirstChildOfClass('Humanoid') then
Track = Object.Humanoid:LoadAnimation(Animation)
for i = 1, Interactions do
if Track then
Track:Play()
end
wait(Speed)
end
end
if Object:FindFirstChildOfClass('AnimationController') then
Track = Object.AnimationController:LoadAnimation(Animation)
for i = 1, Interactions do
if Track then
Track:Play()
end
wait(Speed)
end
end
end
AnimRemote.OnClientEvent:Connect(function(Object, Animation, Speed, Iterations)
spawn(function()
PlayAnimationEvent(Object, Animation, Speed, Iterations)
end)
end)
I have a local script which allows me to do simple client side animations for objects and stationary NPCs preforming basic standing tasks. Basically i can feed a remote event, “speed” and “Iterations” the speed determines how long before running the animation again, and iterations determines how many times to run it.
I’m getting ready to use this to animate boxes down a conveyor belt. So the speed will be 0 because the animation wont play after the first time, and iterations will be 1. I’m expecting maybe 10 - 35 animations playing at once. 35 definitely seems a little high.
Will the client be able to handle this no problem?