Hello! I'm currently making a Combat system, and my Combo System is working completely fine, besides the fact that it's counting wrong and it's off by 1. I'll now list Client, and then I'll speak a little more under that.
Client:
local Combo = { Anims.Combo1, Anims.Combo2, Anims.Combo3, Anims.Combo4, Anims.Combo5, } props = {Combo = 1} if props.Combo == 1 then local anim = Humanoid:LoadAnimation(Combo[1]) anim:Play() props.Combo = 2 elseif props.Combo == 2 then local anim = Humanoid:LoadAnimation(Combo[2]) anim:Play() props.Combo = 3 elseif props.Combo == 3 then local anim = Humanoid:LoadAnimation(Combo[3]) anim:Play() props.Combo = 4 elseif props.Combo == 4 then local anim = Humanoid:LoadAnimation(Combo[4]) anim:Play() props.Combo = 5 elseif props.Combo == 5 then local anim = Humanoid:LoadAnimation(Combo[5]) anim:Play() props.Combo = 1
Then I send the combo count over to the server to do damage etc. I was wondering why the final hit was being done on Combo 4 instead of Combo 5. And I couldn't find a solution. So I printed the Combo on the server, and it turns out it was skipping Combo 1, and Combo 5's Damage / Effects. And just passing number 2, or number 4 as the two combos missing. How could I fix this?