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)
