Hey, I have a simple emote system I made in which it just plays animations on the client through the client, Sometimes the animation works fine, but for some reason this is the usual result
This is the client that did the emote: https://gyazo.com/6363e8ee59a580aefabf8694e1324ad2 the player waved 1-2 minutes ago
This is the other client: https://gyazo.com/f3088e05433f35509c8959a92671be64 the wave animation just keeps being played on loop, I’m really not sure why this is happening as looped is set to false obviously and the animation is played on the client above, some help would be greatly appreciated
heres the code I didn’t add it because its cluttered and I didn’t think it matters much but here
local function LoadAnimation(AnimationId,looped)
local Character = Player.Character
local Humanoid = Character:WaitForChild("Humanoid")
for i,v in pairs(Humanoid:GetPlayingAnimationTracks()) do
v:Stop()
end
if animdebounce == false then
animdebounce = true
Animator = Humanoid:WaitForChild("Animator")
Animation = Instance.new("Animation")
Animation.AnimationId = AnimationId
AnimationTrack2 = Animator:LoadAnimation(Animation)
AnimationTrack2.Priority = Enum.AnimationPriority.Action
if looped then
AnimationTrack2.Looped = true
else
AnimationTrack2.Looped = false
end
AnimationTrack2:Play()
AnimationTrack2.Stopped:Connect(function()
AnimationTrack2:Destroy()
end)
Humanoid.Running:Connect(function(speed)
if speed >= 0.0001 then
if AnimationTrack2 then
AnimationTrack2:Stop()
AnimationTrack2 = nil
end
end
end)
AnimationTrack2.Stopped:Connect(function()
animdebounce = false
end)
end
end