This is how the animation is supposed to look
This is the code:
--//Services\\--
local Players = game:GetService("Players")
local repStorage = game:GetService("ReplicatedStorage")
--//Assets\\--
local assets = repStorage.Preload.Assets
local sounds = assets.Sounds
local anims = assets.Anims
local remotes = assets.Remotes
local tool = script.Parent
--//Modules\\--
local modules = assets.Modules
local sLib = require(modules.ServerLibrary)
local eff = require(modules.Effects)
--//Checks\\--
local debounce = false
local active = false
local wearing = false
--//Item Stats\\--
local cd = tool:GetAttribute("Cooldown")
local fake = tool:GetAttribute("Fake")
local itemType = tool:GetAttribute("Type")
--//Motor6D\\--
local motor = assets.Motors.Blindfold:Clone()
function ActiveCheck()
if not debounce then
debounce = true
active = true --this verifies that tool is activated
task.wait(cd)
active = false --this verifies that tool is no longer active
debounce = false
end
end
function Equip()
local char = tool.Parent
if char.Torso:FindFirstChild("Blindfold") then
else
motor.Parent = char.Torso
end
end
function wearAnim()
local char = tool.Parent
local hum = char.Humanoid
if wearing == false then
wearing = true
sLib.playAnim(anims.Blindfold.blindfoldEquip,hum)
sLib.stopAnim(anims.Blindfold.blindfoldIdle,hum)
end
end
function Wear()
local char = tool.Parent
local plr = game.Players:GetPlayerFromCharacter(char)
wearAnim()
plr.Wearing:SetAttribute("Blindfold",true)
if fake == true then
else
end
end
tool.Equipped:Connect(ActiveCheck)
tool.Equipped:Connect(Equip)
tool.Activated:Connect(ActiveCheck)
tool.Activated:Connect(Wear)
This is what actually happens:
Yes, the motor6D does exist.