You can check the docs for these two interfaces that Animators have.
Itās an array, like the docs state. For-loop through it to list through the AnimationTracks. Also Iām not sure if the walking animation is certain to be playing at the moment the tool is equipped. Rely on the event too in case it plays after the Equipped event is fired.
I still have not solved this issue. If thereās anything else that someone could give/tell me, much appreciated
I think @deleteables means you get the animation track via for i loop. It looks something like this:
local AnimTracks = Humanoid:GetPlayingAnimationTracks()
for i, Anim in pairs(AnimTracks) do
if Anim.Name == "Track" then -- Change "Track" to your animation track's name
Anim:Stop()
end
end
This works slightly but the Hold Anim bypasses it if I donāt put a Wait time before. I want it to be instant so you donāt see the arm move.
I have figured it out quiet easily. For anyone out there wondering on how someone could do this without completely removing the ToolAnimNone animation or created a whole new handle;
On line 522 of your animate script, there should be something that says:
animateTool()
Replace it with this.
if tool.Name == "Bloxy Cola" then
stopToolAnimations()
toolAnim = "None"
toolAnimInstance = nil
toolAnimTime = 0
else
animateTool()
end
You can make a table for every tool you donāt want the animation to play for, but for right now and for the example, I did bloxy cola. It works perfectly and does not stutter. Youāre welcome!!
Thank you to everyone to helped <3