I’m making a punching script, and I want to figure out the specific time of an animation to run a swinging sound, and then once the animation ends, delete the hitbox.
This is so that if the animation is sped/slowed it wont mess anything up, same with if it is cancelled, and so on…
Interesting, I’m actually working on a game right now that has this. I see two things, you could either look in the animation and get the time that you want, and then remove the hitbox at that time, or you can look into KeyframeMarkers. They’re used like to mark certain events that happen in your animation.
You can create the markers in your animation, and you can connect functions to call when events are reached: .GetKeyframeMarkerReached.