local UIS = game:GetService("UserInputService")
local WeaponEquipped = false
UIS.InputBegan:Connect(function(input)
if input.KeyCode == Enum.KeyCode.Q and script.Parent.Text ~= "Weapon slot empty." and WeaponEquipped == false then
WeaponEquipped = true
game.ReplicatedStorage[game.ReplicatedStorage.Slot.Value].Parent = game.Players.LocalPlayer.Character
script.Parent.Text = 'Press "Q" to unequip your '.. game.ReplicatedStorage.Slot.Value.. "."
end
end)
UIS.InputBegan:Connect(function(input)
if input.KeyCode == Enum.KeyCode.Q and script.Parent.Text ~= "Weapon slot empty." and WeaponEquipped == true then
WeaponEquipped = false
game.Players.LocalPlayer.Character[game.ReplicatedStorage.Slot.Value].Parent = game.ReplicatedStorage
script.Parent.Text = 'Press "Q" to equip your '.. game.ReplicatedStorage.Slot.Value.. "."
end
end)
✓ ANSWER ACCEPTED
I tried to make a sword equip/unequip with the q key and it stops working when you equip it?
1 answer
✓ Accepted answer
First of all, we could do all of this in one event connection. Just some edits and we should be good to go.
I would explain all of this, but I'm just too lazy to do that, so here's the code. Let me know if you have any questions or issues.
Also you might wanna format this, just saying.
local UIS = game:GetService("UserInputService")
local WeaponEquipped = false
UIS.InputBegan:Connect(function(input)
if input.KeyCode == Enum.KeyCode.Q and script.Parent.Text ~= "Weapon slot empty." then
if WeaponEquipped == false then
WeaponEquipped = true
game.ReplicatedStorage[game.ReplicatedStorage.Slot.Value].Parent = game.Players.LocalPlayer.Character
script.Parent.Text = 'Press "Q" to unequip your '..game.ReplicatedStorage.Slot.Value.."."
else
WeaponEquipped = false
game.Players.LocalPlayer.Character[game.ReplicatedStorage.Slot.Value].Parent = game.ReplicatedStorage
script.Parent.Text = 'Press "Q" to equip your '..game.ReplicatedStorage.Slot.Value.."."
end
end
end)
This discussion is preserved as it was. New answers, comments, and votes are closed.
