I have an enemy model. Inside the enemy are several animations. These animations have several animation events. My original idea was to put a script inside each animation to handle each animation’s events. However, I can only use :GetMarkerReachedSignal() from a loaded animation, and, since I load and play the animations in separate scripts, this doesn’t seem to work. So, my question is, how can I achieve what I’m looking for? Right now my only other idea is to use the .AnimationPlayed event and then check through playing animations to see if the one I’m looking for is in there, and then load the animation event? However, I doubt that would work when I think about it more, and also if I overwrite one animation, it’s still technically playing, and then the event may still trigger…
Yeah, so how can I achieve what I’m looking for?