Renderstep wont affect anything inside childadded
Ok, let me just make this a little more simpler
How do I play an animation once in a loop (as an example while true loop)
While also checking if a variable is true, if true then we do the animation part once
You use the debounce that i told you,
You use an if statement on the block of code,
You set the debounce to true, and when the animation finishes, you set it to false
I can explain it to you more if you dont understand
Make the ‘variable’ a boolvalue in the workspace (on the character or item or wherever makes sense).
Don’t use renderstepped to keep checking. Wait for the boolvalue to change then set up a :Connect to that to do what you need.
Make sure your hold animation is looped and Action priority, make sure your open animation is not looped and Action priority then,
connection is fired:
check bool, if true:
play the open animation
wait for completion…
check bool variable again(in case item isn’t held for some reason), if still holding then
play the hold animation (which should just keep playing till you stop it)
bool is false:
stop the hold animation (open animation will stop when finished if not looped)
Hey dude thank you so much! I realized that in the module script the variable Debounce = False
is also being set to false every frame thats why it wasnt working.
This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.