Coroutines stop being invoked if timeScale is zero.
If you’re animating with an Animator (not an Animation component), you can set the Animator to use Unscaled Time as it’s update mode. That’ll make it not care about the timeScale:
To fix this, i use the eventsystem inside the animation window, so once the animation has ended, i call the scriptfunction i was writing in the first post. This will end the animation and will pause all after this.
I just needed to add the script onto the object where the animation on.