Pausing sync command

Hey! I’ve created this ‘/sync User’ command for players to copy the animation of a in-game player! It works like this:

Code
game.Players.PlayerAdded:Connect(function(Player)
	Player.CharacterAdded:Connect(function(Character)
		Player.Chatted:Connect(function(Command)
			local Split = string.split(Command, " ")
			
			if Split[1] == "/sync" then
				local Argument = Split[2]:lower()
				local Target = nil
				
				for x,y in pairs(game.Players:GetChildren()) do
					local PlayerName = y.Name:lower()
					local PlayerDisplayName = y.DisplayName:lower()
					if PlayerName:find(Argument) or PlayerDisplayName:find(Argument) then
						Target = y
						
						local Humanoid = Character:WaitForChild("Humanoid")
						local TargetHumanoid = Target.Character:WaitForChild("Humanoid")
						
						local Animator = Humanoid:WaitForChild("Animator")
						local TargetAnimator = TargetHumanoid:WaitForChild("Animator")
						
						local AnimationTracks = TargetAnimator:GetPlayingAnimationTracks()
						
						for x,y in pairs(AnimationTracks) do
							local Track = Animator:LoadAnimation(y.Animation)
							Track.Priority = Enum.AnimationPriority.Action
							Track:Play()
							Track.TimePosition = y.TimePosition
							Track:AdjustSpeed(y.Speed)
						end
					end
				end
			end
		end)
	end)
end)

From here on, I’m wondering how I can stop the command user when they chat the words ‘/stopsync’.
I understand that AnimationTracks has a :Stop() command, but I tried this and it didn’t seem to do me justice.

Any help is appreciated!! :slight_smile:

2 Likes

you want to make /stopsync command ?

There isn’t an error. I’m asking for guidance on how I should go about making it so when the player uses ‘/stopsync’, it resets to their animations, instead of the one it was syncing!!

you might get the player animation before he start the animation and after you re use it like use value to store the old animation