How to play animation after OnClientInvoke

I am trying to InvokeClient a RemoteFunction from the server so I can play an animation

Then on the client I do this

Events.PlayAnimation.OnClientInvoke = function(animation)
	Animator:LoadAnimation(animation):Play()
end

But it doesn’t play anything

If I play on the server it will just only show on the server but not on the client

Can I see the other script?

– ignore meeeeee

Also I changed the client event to

Events.LoadAnimation.OnClientInvoke = function(animation)
	return Animator:LoadAnimation(animation)
end

Still doesn’t work btw even If I parent the track to something it still returns nil

Also I know this is ugly if you know how to make it better looking tell me pls

local wait, spawn = task.wait, task.spawn

local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local M1 = require(ReplicatedStorage:WaitForChild("M1"))
local Settings = require(ReplicatedStorage:WaitForChild("Settings"))

local Events = ReplicatedStorage:WaitForChild("Events")
local IsMouseButtonPressed = Events.IsMouseButtonPressed
local LoadAnimation = Events.LoadAnimation

local KJ = ReplicatedStorage:WaitForChild("KJ")

local Spawn = KJ:WaitForChild("Spawn")

local Moveset = {
	Base = KJ.Base,
	Ultimate = KJ.Ultimate
}

local Animator

Events.Input.OnServerEvent:Connect(function(Player, UserInputType, UserInputState)
	if UserInputType == Enum.UserInputType.MouseButton1 then
		repeat
			M1(Player.Character)
			
			wait()
		until
			not IsMouseButtonPressed:InvokeClient(Player, Enum.UserInputType.MouseButton1)
	end
end)

Players.PlayerAdded:Connect(function(Player)
	local Backpack = Player.Backpack
	
	--local Animator = Character:FindFirstChildWhichIsA("Animator", true)

	for _, move in Moveset.Base:GetChildren() do
		move.Parent = Player.Backpack
	end

	--
	
	Player.CharacterAdded:Connect(function(Character)
		local HRP = Character:FindFirstChildWhichIsA("Humanoid").RootPart
		
		Animator = Character:FindFirstChildWhichIsA("Animator", true)
		
		if not Animator:GetAttribute("InProgress") then
			-- ugly
			local Phone = KJ:WaitForChild("Phone"):Clone()

			local Handle = Instance.new("Motor6D")

			Handle.Name = "Handle"

			Handle.C0 = CFrame.new(-0.491, -0.704, -0.181)

			Handle.Part0 = Character:WaitForChild("Right Arm")
			Handle.Part1, Handle.Parent = Phone.Handle, Phone.Handle

			Phone.Parent = Character

			local track = LoadAnimation:InvokeClient(Player, Spawn) -- Animator:LoadAnimation(Spawn)
			track.Priority = Enum.AnimationPriority.Action4

			Animator:SetAttribute("InProgress", true)

			track:Play()
			HRP.Anchored = true
			
			track:GetMarkerReachedSignal("PhoneBroke"):Once(function()
				for i, v in Phone.Handle:GetChildren() do
					v:Destroy()
				end

				local Impulse = Vector3.new(0.1, 0.1, 0.1)

				Phone.Bottom.PrimaryPart:ApplyAngularImpulse(Impulse)
				Phone.Top.PrimaryPart:ApplyAngularImpulse(Impulse)

				for i, v in Phone:GetChildren() do
					if v:IsA("Model") then
						local primary = v.PrimaryPart

						primary.Color = Color3.new()
						primary.Material = Enum.Material.SmoothPlastic
					end
				end
			end)

			track.Stopped:Wait()

			HRP.Anchored = false
			
			Animator:SetAttribute("InProgress", false)
		end
	end)
end)

‭‭‭‭‭‭‭‭‭‭‭‭‭‭‭Pls help somebody

im not too familiar with coded animations & remote functions, but just to let you know: server-client-server functions are pretty risky. if the client’s end fails somehow (client lagged out, client left, etc) then the server’s going to throw an error too.

besides that, it’s a little hard to tell what youre trying to do without explaining it in words. i tried to read the code, but because its a lot, it would take me longer to figure it out by myself than for you to tell us what exactly this code is supposed to do.

also, patience man—we eventually get around most of the time, were just not always here, so : )

just from looking where the event was called in general, and what the event does—it looks like you told the client what animation to load (which is what is good), but thats all the event does. does the event tell the client to play the animation? only the server got code to play the animation, so it seems like only the server will know it needs to play it. hence, only animates in the server and not in the client.

‭‭‭‭‭‭‭‭‭‭‭‭‭‭‭‭‭‭‭‭‭‭‭‭‭‭‭‭Ok

I solved it thanks guys for the help

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