change ur custom animate name and make it spawn a function looping if there is Animate script inside char it delete the localscript called Animate
Also credit to the other dude who gave a simpler way to fix it
change ur custom animate name and make it spawn a function looping if there is Animate script inside char it delete the localscript called Animate
Also credit to the other dude who gave a simpler way to fix it
If you don’t want the original animation script, use Character:WaitForChild("Animate"):Destroy(), instead of a loop. However I think making a local script called Animate in the character will prevent the original from being created in the first place.
It prevents being created but somehow in R15 the default animations still play even with a custom Animate script
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