Hey all, I am currently having troubles with debounce. I am attempting to Debounce the first half of my code until the second half is complete. However when I attempt to do this, the code is debounced but the second half doesn't play out. Any reasons why?
local UIS = game:GetService("UserInputService") local rp = game.ReplicatedStorage local debounce = false local unsummon = false UIS.InputBegan:Connect(function(input,isTyping) if isTyping then return elseif input.KeyCode == Enum.KeyCode.Q then if not debounce then rp.DefStand.Summon:FireServer() debounce = true wait(3) debounce = false end UIS.InputBegan:Connect(function(input,isTyping) if isTyping then return elseif input.KeyCode == Enum.KeyCode.Q then rp.DefStand.Callbackstand:FireServer() end end) end end)
Server script
game:GetService("ReplicatedStorage").DefStand.Summon.OnServerEvent:Connect(function(player) local sound = workspace.DS_summon local Stand = game:GetService("ServerStorage").DefaultStand:Clone() local StandModel = Stand.Dummy:Clone() local debounce = false sound:Play() StandModel.Parent = workspace if StandModel then local function summonWeld() local char = player.Character or player.CharacterAdded:Wait() --Error here. local weld = Instance.new("WeldConstraint") weld.Parent = game.Workspace weld.Part0 = char.HumanoidRootPart weld.Part1 = StandModel.HumanoidRootPart end summonWeld() StandModel.Position = Vector3.new (player.Character.UpperTorso.Position.X,player.Character.UpperTorso.Position.Y,player.Character.UpperTorso.Position.Z) end end) game:GetService("ReplicatedStorage").DefStand.Callbackstand.OnServerEvent:Connect(function() local Stand = game.Workspace.Dummy if Stand then local Stand = game.Workspace.Dummy:Destroy() end end)