So currently I’m not sure if this is a bug or something wrong that I did while editing the Animate script. The issue occurs 50% of the time, sometimes it happens to me and sometimes it happens to other users.
Here’s the game link, so you can try to do it yourself https://www.roblox.com/games/3303703543/site-28-dev-test-backup
Here’s the gif of the issue https://streamable.com/qh8cl.
Here’s the Animate script I edited (if necessary)
Animate script
local index = require('utility', 'index')
local service = require('utility', 'service')
local footstep_ev = require('events', 'footstep')
local run_track_con
local Character = script.Parent
local Humanoid = Character:WaitForChild("Humanoid")
local pose = "Standing"
local userNoUpdateOnLoopSuccess, userNoUpdateOnLoopValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserNoUpdateOnLoop") end)
local userNoUpdateOnLoop = userNoUpdateOnLoopSuccess and userNoUpdateOnLoopValue
local userAnimationSpeedDampeningSuccess, userAnimationSpeedDampeningValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserAnimationSpeedDampening") end)
local userAnimationSpeedDampening = userAnimationSpeedDampeningSuccess and userAnimationSpeedDampeningValue
local adjustHumanoidRootPartFlagExists, adjustHumanoidRootPartFlagEnabled = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserAdjustHumanoidRootPartToHipPosition")
end)
local FFlagUserAdjustHumanoidRootPartToHipPosition = adjustHumanoidRootPartFlagExists and adjustHumanoidRootPartFlagEnabled
local animateScriptEmoteHookFlagExists, animateScriptEmoteHookFlagEnabled = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserAnimateScriptEmoteHook")
end)
local FFlagAnimateScriptEmoteHook = animateScriptEmoteHookFlagExists and animateScriptEmoteHookFlagEnabled
local AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent")
local HumanoidHipHeight = FFlagUserAdjustHumanoidRootPartToHipPosition and 2 or 1.35
local EMOTE_TRANSITION_TIME = 0.1
local currentAnim = ""
local currentAnimInstance = nil
local currentAnimTrack = nil
local currentAnimKeyframeHandler = nil
local currentAnimSpeed = 1.0
local runAnimTrack = nil
local runAnimKeyframeHandler = nil
local animTable = {}
local animNames = {
idle = {
{ id = "http://www.roblox.com/asset/?id=507766666", weight = 1 },
{ id = "http://www.roblox.com/asset/?id=507766951", weight = 1 },
{ id = "http://www.roblox.com/asset/?id=507766388", weight = 9 }
},
walk = {
{ id = "http://www.roblox.com/asset/?id=507777826", weight = 10 }
},
run = {
{ id = "http://www.roblox.com/asset/?id=3276575871", weight = 10 }
},
swim = {
{ id = "http://www.roblox.com/asset/?id=507784897", weight = 10 }
},
swimidle = {
{ id = "http://www.roblox.com/asset/?id=507785072", weight = 10 }
},
jump = {
{ id = "http://www.roblox.com/asset/?id=3294252750", weight = 10 }
},
fall = {
{ id = "http://www.roblox.com/asset/?id=507767968", weight = 10 }
},
climb = {
{ id = "http://www.roblox.com/asset/?id=507765644", weight = 10 }
},
sit = {
{ id = "http://www.roblox.com/asset/?id=2506281703", weight = 10 }
},
toolnone = {
{ id = "http://www.roblox.com/asset/?id=507768375", weight = 10 }
},
toolslash = {
{ id = "http://www.roblox.com/asset/?id=522635514", weight = 10 }
},
toollunge = {
{ id = "http://www.roblox.com/asset/?id=522638767", weight = 10 }
},
wave = {
{ id = "http://www.roblox.com/asset/?id=507770239", weight = 10 }
},
point = {
{ id = "http://www.roblox.com/asset/?id=507770453", weight = 10 }
},
dance = {
{ id = "http://www.roblox.com/asset/?id=507771019", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507771955", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507772104", weight = 10 }
},
dance2 = {
{ id = "http://www.roblox.com/asset/?id=507776043", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507776720", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507776879", weight = 10 }
},
dance3 = {
{ id = "http://www.roblox.com/asset/?id=507777268", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507777451", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507777623", weight = 10 }
},
laugh = {
{ id = "http://www.roblox.com/asset/?id=507770818", weight = 10 }
},
cheer = {
{ id = "http://www.roblox.com/asset/?id=507770677", weight = 10 }
},
}
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}
local PreloadAnimsUserFlag = false
local PreloadedAnims = {}
local successPreloadAnim, msgPreloadAnim = pcall(function()
PreloadAnimsUserFlag = UserSettings():IsUserFeatureEnabled("UserPreloadAnimations")
end)
if not successPreloadAnim then
PreloadAnimsUserFlag = false
end
local stepped = false
function get_fss()
local _hit, _mat, _pos, _norm, _current = nil, nil, nil, nil, not stepped and Character.LeftUpperLeg or Character.RightUpperLeg do
if _current then
local down_ray = Ray.new(_current.Position, Vector3.new(0, -3.5, 0))
local hit, pos, norm, mat = workspace:FindPartOnRayWithIgnoreList(down_ray, {Character})
if hit then
_hit, _pos, _norm, _mat = hit, pos, norm, mat
end
end
end
return _hit, _pos, _norm, _mat
end
math.randomseed(tick())
function findExistingAnimationInSet(set, anim)
if set == nil or anim == nil then
return 0
end
for idx = 1, set.count, 1 do
if set[idx].anim.AnimationId == anim.AnimationId then
return idx
end
end
return 0
end
function configureAnimationSet(name, fileList)
if (animTable[name] ~= nil) then
for _, connection in pairs(animTable[name].connections) do
connection:disconnect()
end
end
animTable[name] = {}
animTable[name].count = 0
animTable[name].totalWeight = 0
animTable[name].connections = {}
local allowCustomAnimations = true
local AllowDisableCustomAnimsUserFlag = false
local success, msg = pcall(function()
AllowDisableCustomAnimsUserFlag = UserSettings():IsUserFeatureEnabled("UserAllowDisableCustomAnims2")
end)
if (AllowDisableCustomAnimsUserFlag) then
local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
if not success then
allowCustomAnimations = true
end
end
-- check for config values
local config = script:FindFirstChild(name)
if (allowCustomAnimations and config ~= nil) then
table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
local idx = 0
for _, childPart in pairs(config:GetChildren()) do
if (childPart:IsA("Animation")) then
local newWeight = 1
local weightObject = childPart:FindFirstChild("Weight")
if (weightObject ~= nil) then
newWeight = weightObject.Value
end
animTable[name].count = animTable[name].count + 1
idx = animTable[name].count
animTable[name][idx] = {}
animTable[name][idx].anim = childPart
animTable[name][idx].weight = newWeight
animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, childPart.ChildAdded:connect(function(property) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, childPart.ChildRemoved:connect(function(property) configureAnimationSet(name, fileList) end))
end
end
end
-- fallback to defaults
if (animTable[name].count <= 0) then
for idx, anim in pairs(fileList) do
animTable[name][idx] = {}
animTable[name][idx].anim = Instance.new("Animation")
animTable[name][idx].anim.Name = name
animTable[name][idx].anim.AnimationId = anim.id
animTable[name][idx].weight = anim.weight
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
end
end
-- preload anims
if PreloadAnimsUserFlag then
for i, animType in pairs(animTable) do
for idx = 1, animType.count, 1 do
if PreloadedAnims[animType[idx].anim.AnimationId] == nil then
Humanoid:LoadAnimation(animType[idx].anim)
PreloadedAnims[animType[idx].anim.AnimationId] = true
end
end
end
end
end
------------------------------------------------------------------------------------------------------------
function configureAnimationSetOld(name, fileList)
if (animTable[name] ~= nil) then
for _, connection in pairs(animTable[name].connections) do
connection:disconnect()
end
end
animTable[name] = {}
animTable[name].count = 0
animTable[name].totalWeight = 0
animTable[name].connections = {}
local allowCustomAnimations = true
local AllowDisableCustomAnimsUserFlag = false
local success, msg = pcall(function()
AllowDisableCustomAnimsUserFlag = UserSettings():IsUserFeatureEnabled("UserAllowDisableCustomAnims2")
end)
if (AllowDisableCustomAnimsUserFlag) then
local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
if not success then
allowCustomAnimations = true
end
end
-- check for config values
local config = script:FindFirstChild(name)
if (allowCustomAnimations and config ~= nil) then
table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
local idx = 1
for _, childPart in pairs(config:GetChildren()) do
if (childPart:IsA("Animation")) then
table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
animTable[name][idx] = {}
animTable[name][idx].anim = childPart
local weightObject = childPart:FindFirstChild("Weight")
if (weightObject == nil) then
animTable[name][idx].weight = 1
else
animTable[name][idx].weight = weightObject.Value
end
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
idx = idx + 1
end
end
end
-- fallback to defaults
if (animTable[name].count <= 0) then
for idx, anim in pairs(fileList) do
animTable[name][idx] = {}
animTable[name][idx].anim = Instance.new("Animation")
animTable[name][idx].anim.Name = name
animTable[name][idx].anim.AnimationId = anim.id
animTable[name][idx].weight = anim.weight
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
end
end
-- preload anims
if PreloadAnimsUserFlag then
for i, animType in pairs(animTable) do
for idx = 1, animType.count, 1 do
Humanoid:LoadAnimation(animType[idx].anim)
end
end
end
end
-- Setup animation objects
function scriptChildModified(child)
local fileList = animNames[child.Name]
if (fileList ~= nil) then
configureAnimationSet(child.Name, fileList)
end
end
script.ChildAdded:connect(scriptChildModified)
script.ChildRemoved:connect(scriptChildModified)
for name, fileList in pairs(animNames) do
configureAnimationSet(name, fileList)
end
-- ANIMATION
-- declarations
local toolAnim = "None"
local toolAnimTime = 0
local jumpAnimTime = 0
local jumpAnimDuration = 0.31
local toolTransitionTime = 0.1
local fallTransitionTime = 0.2
local currentlyPlayingEmote = false
-- functions
function stopAllAnimations()
local oldAnim = currentAnim
-- return to idle if finishing an emote
if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
oldAnim = "idle"
end
if FFlagAnimateScriptEmoteHook and currentlyPlayingEmote then
oldAnim = "idle"
currentlyPlayingEmote = false
end
currentAnim = ""
currentAnimInstance = nil
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop()
currentAnimTrack:Destroy()
currentAnimTrack = nil
end
-- clean up walk if there is one
if (runAnimKeyframeHandler ~= nil) then
runAnimKeyframeHandler:disconnect()
end
if (runAnimTrack ~= nil) then
runAnimTrack:Stop()
runAnimTrack:Destroy()
runAnimTrack = nil
end
return oldAnim
end
function getHeightScale()
if Humanoid then
if FFlagUserAdjustHumanoidRootPartToHipPosition then
if not Humanoid.AutomaticScalingEnabled then
return 1
end
end
local scale = Humanoid.HipHeight / HumanoidHipHeight
if userAnimationSpeedDampening then
if AnimationSpeedDampeningObject == nil then
AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent")
end
if AnimationSpeedDampeningObject ~= nil then
scale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight
end
end
return scale
end
return 1
end
local smallButNotZero = 0.0001
function setRunSpeed(speed)
local speedScaled = speed * 1.25
local heightScale = getHeightScale()
local runSpeed = speedScaled / heightScale
if runSpeed ~= currentAnimSpeed then
if runSpeed < 0.33 then
currentAnimTrack:AdjustWeight(1.0)
runAnimTrack:AdjustWeight(smallButNotZero)
elseif runSpeed < 0.66 then
local weight = ((runSpeed - 0.33) / 0.33)
currentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero)
runAnimTrack:AdjustWeight(weight + smallButNotZero)
else
currentAnimTrack:AdjustWeight(smallButNotZero)
runAnimTrack:AdjustWeight(1.0)
end
currentAnimSpeed = runSpeed
runAnimTrack:AdjustSpeed(runSpeed)
currentAnimTrack:AdjustSpeed(runSpeed)
end
end
function setAnimationSpeed(speed)
if currentAnim == "walk" then
setRunSpeed(speed)
else
if speed ~= currentAnimSpeed then
currentAnimSpeed = speed
currentAnimTrack:AdjustSpeed(currentAnimSpeed)
end
end
end
function keyFrameReachedFunc(frameName)
if (frameName == "End") then
if currentAnim == "walk" then
if userNoUpdateOnLoop == true then
if runAnimTrack.Looped ~= true then
runAnimTrack.TimePosition = 0.0
end
if currentAnimTrack.Looped ~= true then
currentAnimTrack.TimePosition = 0.0
end
else
runAnimTrack.TimePosition = 0.0
currentAnimTrack.TimePosition = 0.0
end
else
local repeatAnim = currentAnim
if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
repeatAnim = "idle"
end
if FFlagAnimateScriptEmoteHook and currentlyPlayingEmote then
if currentAnimTrack.Looped then
return
end
repeatAnim = "idle"
currentlyPlayingEmote = false
end
local animSpeed = currentAnimSpeed
playAnimation(repeatAnim, 0.15, Humanoid)
setAnimationSpeed(animSpeed)
end
end
end
function rollAnimation(animName)
local roll = math.random(1, animTable[animName].totalWeight)
local origRoll = roll
local idx = 1
while (roll > animTable[animName][idx].weight) do
roll = roll - animTable[animName][idx].weight
idx = idx + 1
end
return idx
end
local function switchToAnim(anim, animName, transitionTime, humanoid)
if (anim ~= currentAnimInstance) then
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop(transitionTime)
currentAnimTrack:Destroy()
end
if (runAnimTrack ~= nil) then
runAnimTrack:Stop(transitionTime)
runAnimTrack:Destroy()
if userNoUpdateOnLoop == true then
runAnimTrack = nil
end
end
currentAnimSpeed = 1.0
-- load it to the humanoid; get AnimationTrack
currentAnimTrack = humanoid:LoadAnimation(anim)
currentAnimTrack.Priority = Enum.AnimationPriority.Core
-- play the animation
currentAnimTrack:Play(transitionTime)
currentAnim = animName
currentAnimInstance = anim
-- set up keyframe name triggers
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
-- check to see if we need to blend a walk/run animation
if animName == "walk" then
local runAnimName = "run"
local runIdx = rollAnimation(runAnimName)
runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)
runAnimTrack.Priority = Enum.AnimationPriority.Core
runAnimTrack:Play(transitionTime)
if (runAnimKeyframeHandler ~= nil) then
runAnimKeyframeHandler:disconnect()
end
runAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
do --// footstep
if run_track_con then
run_track_con:disconnect()
end
run_track_con = runAnimTrack:GetMarkerReachedSignal('footstep'):connect(function()
stepped = not stepped do
local hit, pos, norm, mat = get_fss()
if mat then
footstep_ev:FireServer('{\n\ \ \ \ \\ \\}', hit, pos, norm, mat)
end
end
end)
end
end
end
end
function playAnimation(animName, transitionTime, humanoid)
local idx = rollAnimation(animName)
local anim = animTable[animName][idx].anim
switchToAnim(anim, animName, transitionTime, humanoid)
end
function playEmote(emoteAnim, transitionTime, humanoid)
switchToAnim(emoteAnim, emoteAnim.Name, transitionTime, humanoid)
currentlyPlayingEmote = true
end
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
local toolAnimName = ""
local toolAnimTrack = nil
local toolAnimInstance = nil
local currentToolAnimKeyframeHandler = nil
function toolKeyFrameReachedFunc(frameName)
if (frameName == "End") then
playToolAnimation(toolAnimName, 0.0, Humanoid)
end
end
function playToolAnimation(animName, transitionTime, humanoid, priority)
local idx = rollAnimation(animName)
local anim = animTable[animName][idx].anim
if (toolAnimInstance ~= anim) then
if (toolAnimTrack ~= nil) then
toolAnimTrack:Stop()
toolAnimTrack:Destroy()
transitionTime = 0
end
-- load it to the humanoid; get AnimationTrack
toolAnimTrack = humanoid:LoadAnimation(anim)
if priority then
toolAnimTrack.Priority = priority
end
-- play the animation
toolAnimTrack:Play(transitionTime)
toolAnimName = animName
toolAnimInstance = anim
currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)
end
end
function stopToolAnimations()
local oldAnim = toolAnimName
if (currentToolAnimKeyframeHandler ~= nil) then
currentToolAnimKeyframeHandler:disconnect()
end
toolAnimName = ""
toolAnimInstance = nil
if (toolAnimTrack ~= nil) then
toolAnimTrack:Stop()
toolAnimTrack:Destroy()
toolAnimTrack = nil
end
return oldAnim
end
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
-- STATE CHANGE HANDLERS
function onRunning(speed)
if speed > 0.5 then
local scale = 16 --// 16
playAnimation("walk", 0.2, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Running"
else
if emoteNames[currentAnim] == nil then
playAnimation("idle", 0.2, Humanoid)
pose = "Standing"
end
end
end
function onDied()
pose = "Dead"
end
function onJumping()
playAnimation("jump", 0.1, Humanoid)
jumpAnimTime = jumpAnimDuration
pose = "Jumping"
end
function onClimbing(speed)
local scale = 5 --// 5
playAnimation("climb", 0.1, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
if (jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
end
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
function onSwimming(speed)
if speed > 1.00 then
local scale = 10 --// 10
playAnimation("swim", 0.4, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Swimming"
else
playAnimation("swimidle", 0.4, Humanoid)
pose = "Standing"
end
end
function animateTool()
if (toolAnim == "None") then
playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
return
end
if (toolAnim == "Slash") then
playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
return
end
if (toolAnim == "Lunge") then
playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
return
end
end
function getToolAnim(tool)
for _, c in ipairs(tool:GetChildren()) do
if c.Name == "toolanim" and c.className == "StringValue" then
return c
end
end
return nil
end
local lastTick = 0
function stepAnimate(currentTime)
local amplitude = 1
local frequency = 1
local deltaTime = currentTime - lastTick
lastTick = currentTime
local climbFudge = 0
local setAngles = false
if (jumpAnimTime > 0) then
jumpAnimTime = jumpAnimTime - deltaTime
end
if (pose == "FreeFall" and jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
elseif (pose == "Seated") then
playAnimation("sit", 0.5, Humanoid)
return
elseif (pose == "Running") then
playAnimation("walk", 0.2, Humanoid)
elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
stopAllAnimations()
amplitude = 0.1
frequency = 1
setAngles = true
end
-- Tool Animation handling
local tool = Character:FindFirstChildOfClass("Tool")
if tool and tool:FindFirstChild("Handle") then
local animStringValueObject = getToolAnim(tool)
if animStringValueObject then
toolAnim = animStringValueObject.Value
-- message recieved, delete StringValue
animStringValueObject.Parent = nil
toolAnimTime = currentTime + .3
end
if currentTime > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
stopToolAnimations()
toolAnim = "None"
toolAnimInstance = nil
toolAnimTime = 0
end
end
-- connect events
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)
Humanoid.Swimming:connect(onSwimming)
-- setup emote chat hook
game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
local emote = ""
if (string.sub(msg, 1, 3) == "/e ") then
emote = string.sub(msg, 4)
elseif (string.sub(msg, 1, 7) == "/emote ") then
emote = string.sub(msg, 8)
end
if (pose == "Standing" and emoteNames[emote] ~= nil) then
playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)
end
end)
-- emote bindable hook
if FFlagAnimateScriptEmoteHook then
script:WaitForChild("PlayEmote").OnInvoke = function(emote)
-- Only play emotes when idling
if pose ~= "Standing" then
return
end
if emoteNames[emote] ~= nil then
-- Default emotes
playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)
return true
elseif typeof(emote) == "Instance" and emote:IsA("Animation") then
-- Non-default emotes
playEmote(emote, EMOTE_TRANSITION_TIME, Humanoid)
return true
end
-- Return false to indicate that the emote could not be played
return false
end
end
-- initialize to idle
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
-- loop to handle timed state transitions and tool animations
while Character.Parent ~= nil do
local _, currentGameTime = wait(0.1)
stepAnimate(currentGameTime)
end
I’m not really sure how to reproduce it, all I did was just walk around, but as I said before, it happens 50% of the time (or less / more).