Hello Im making a flappy bird type of thing (just for fun, im not ganna make it public or anything, im just doing this so i can practice my scripting)
Every thing works perfect... in studio when i try to open it in a real game, is the bird 1 jump behind the jump it must be By that i mean If the player jumps 3 times and stops the bird will jump 1 more time then it stops Im using remote events to make the client tell the sever when the player presses space Is there a way to fix it
my code
--- Client side
Input.InputBegan:Connect(function(Key)
if Key.KeyCode == Enum.KeyCode.Space then
if game.ReplicatedStorage.IsPlaying == false then
if Wait == false then
game.ReplicatedStorage.Position:FireServer()
script.Parent.Parent.PlayerGui.Lost.Enabled = false
Stop = false
Start = false
end
else
if game.ReplicatedStorage.IsPlaying.Value == false then
game.ReplicatedStorage.Start:FireServer()
Start = true
Stop = false
end
game.Workspace.Birdy.Jump:FireServer() --- here is the line
end
end
end)
--- Sever Side
script.Parent.Jump.OnServerEvent:Connect(function()
StopFunction = true
delay(0.04, function()
StopFunction = false
Start2()
end)
if script.Parent.Anchored == true then
script.Parent.Anchored = false
end
game.Workspace.SoundEffects.Jump.Shift.Octave = (math.random(9, 15)) / 10
game.Workspace.SoundEffects.Jump:Play()
script.Parent.Velocity = Vector3.new(0, 50, 0)
end)
thanks

1 comment
Place a debounce, that simple.