Hello! I’m trying to create a function that will constantly spawn hitboxes between animation events A and B. So far, my implementations have always led to an infinite loop / not running the event. The only constraints are that I:
Must have the loop start at event A, and end at event B
Must be able to read the “property” value of the start event (i’m using it to store hitbox data needed for the loop)
If anyone knows how I can do something like this, help would be greatly appreciated! :D
I generally have a system that binds to the events I’m interested in listening to. The start event binds a .heartbeat function (technically indirectly since I use a hitbox class that I :Activate() on the start) then on the end event I call Disconnect() on the heartbeat (:Deactivate()).
Generally I use the string I put in the value to state which hitbox to turn on since some of my weapons have multiple.