How does game cancel move once fired? Do you just disconnect the function? How can you check so it disconnects?
If your asking if you want to disconnect an event this thread might answer your question: What is the :Disconnect() function primarily used for?
Well, I know what it does, I’m just not sure how you disconnect a module script function once fired.
I think what these games do is have an animation event inside of the animation which signals the firing by using :GetMarkerReachedSignal so there is no need for cancelling the function itself you just have to cancel the animation by checking if the player is trying to cancel an animation (not sure how maybe look up how to cancel an animation)
I see games abilities just disappear if you hit them while they cast it. So, they have to cancel the function somehow.
Yeah exactly by stopping the animation from reaching the animation event (in which your case is being hit) the function wouldn’t run at all (because the function only happens when the animation event is reached).
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