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?

1 comment

0

I do not fire all of them. I fire the Combo count inside of my region3, when I send all that to server.