My animation still showing walking animation (animation priority is set to movement)

This is what happens

Ive tried every action priority even have a script to print the output of which one it is, Its just not going over it.

Here is the script for the animation part

local FowardAnim = Tool.Animations:FindFirstChild("FowardDash")
local FowardTrack = Character:WaitForChild("Humanoid"):LoadAnimation(FowardAnim)
local HRP = Character:WaitForChild("HumanoidRootPart")

UIS.InputBegan:Connect(function(input, gameProcessed)
    if gameProcessed then return end
    if equipped == false then return end
    if Humanoid.MoveDirection.Magnitude > 0 then
        if input.KeyCode == Enum.KeyCode.E and Dashed == false then
            Dashed = true
            FowardTrack:Play()
            print(FowardTrack.Priority)
            HRP.Velocity = HRP.CFrame.LookVector * 200
            wait(1)
            FowardTrack:Stop()
            wait(Dash_Time)
            Dashed = false
        end
    end
end)

This is what it prints at the current state i have.

Funky, but try using this API:

Its still happening, Dont know why its been doing this.

I think the walking animation is overweighing the dash animation. you can change the priority to action to see what happens.

I actually got a solution for it, Just needed to fix the animation itself.

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