Running loop between two animation events

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:

  1. Must have the loop start at event A, and end at event B
  2. 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.

Yep, this did it. I just had this idea, and this defo confirms it’ll be what I do. Thank you! :D

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