I’m trying to pause all animations on the animator but the platformstand animation plays anyway, I have no idea how I can fix this but it’s probably really simple.
here’s the code
Client Side:
hum:WaitForChild("FreezeEvent").OnClientEvent:Connect(function(freeze)
if freeze == true then
for _,anim in pairs(hum:WaitForChild("Animator"):GetPlayingAnimationTracks()) do
anim:AdjustSpeed(0)
end
else
for _,anim in pairs(hum:WaitForChild("Animator"):GetPlayingAnimationTracks()) do
anim:Stop()
end
end
end)
Server Side:
if ice == true then
local icestarttime = tick()
local iceactive = true
local iceeffect = game.ServerStorage.Spawnables.Game.IceHighlight:Clone()
iceeffect.Parent = victim.Parent
victim.PlatformStand = true
local limbfolder = Instance.new("Folder")
limbfolder.Name = (victim.Parent.Name.."IceParts")
limbfolder.Parent = workspace
for _,limb in pairs(victim.Parent:GetChildren()) do
if limb:IsA("BasePart") then
local limbclone = Instance.new("Part")
limbclone.Transparency = 1
limbclone.Size = limb.Size
limbclone.CFrame = limb.CFrame
limbclone.Parent = limbfolder
local weld = Instance.new("Weld")
weld.Part0 = limbclone
weld.Part1 = limb
weld.Parent = limbclone
end
end
if victim:FindFirstChild("FreezeEvent") then
victim.FreezeEvent:FireClient(game.Players:GetPlayerFromCharacter(victim.Parent), true)
end
game:GetService("RunService").Heartbeat:Connect(function()
local iceelapsed = tick() - icestarttime
if iceactive == true then
if iceelapsed >= icetime then
iceactive = false
iceeffect:Destroy()
limbfolder:Destroy()
if victim:FindFirstChild("FreezeEvent") then
victim.FreezeEvent:FireClient(game.Players:GetPlayerFromCharacter(victim.Parent), false)
end
victim.PlatformStand = false
end
end
end)
end
(I put the animation pausing on the client side while trying to fix the issue, it didnt work. obviously.)
I did do this actually, I just removed it cause it didnt make a difference, should I add it back? and if I should should I print it after or before the adjustspeed function.
Try adjusting the speed to something other then 0 and see if that works, you may want to try setting AdjustSpeed(2) and see if that makes a difference.