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Combo System isn't counting correctly?

Asked by 3 years ago

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?

0
I do not fire all of them. I fire the Combo count inside of my region3, when I send all that to server. XxWingKing 96 — 3y

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