I’m literally steps away from completing my FPS gun framework but I ran into an issue that I thought would take less than a minute to fix. Turns out, not even 2 hours is enough. Scoured EVERYWHERE and found absolutely nothing. This is making me lose my mind and I’m lucky enough to still have some nerve in meself to not punch a hole in my monitor.
To the point. Problem is that when I hold to aim, it’s supposed to stop the idle animation and play the aim animation.
It does neither.
No idea why this would be needed but here’s the Button2Down function:
local AnimationPlayer = CurrentViewmodel:WaitForChild("Animation")
local Animator = AnimationPlayer:WaitForChild("Animator")
if fireLoad then
fireLoad:Stop()
end
idleLoad:Stop()
aimLoad:Play()
And before commenting do note that, yes I have indeed checked the animation ids and blah blah blah quintuple of times so don’t even think about replying with that.
Tell me if you need to tell/show anythin else hence this bloodey problem’s been making me lose me bloody mind aswell.
When I was delevoping my fps script, I ran into this problem too. The reason was because I was using moon animator, and for some reason whenever I would close the animator, any motor6d that has a pre determined offset would not go back to to its pre determined offset, but rather the one it had when moon animator was still open. Testing the gun had this effect and I fixed by open/closing the idle or aiming animation track (I don’t remember) and that would set the offset correctly. This happened quite while ago so I can’t remember exactly what happened but I do believe this is why.
Didn’t understand how would I do that but in the morning I found a fix.
Basically I was getting the CFrame of the AimPart while it was on idle animation so it had an offset when the aim animation played. Basically just had to use aim:Play(0) to snap it instantly into playing with no fade animation and it works.