I feel like there's a simple solution to this, since I copied the code over from a script that already works for me, but the solution isn't coming to me.
There's nothing in the Output, and print() will successfully print anywhere except after if not IsTyping and debounce ~= true and Input.UserInputType == Enum.KeyCode.Q then
Code (local script):
local UserInputService = game:GetService("UserInputService")
local player = game.Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local debounce = false
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local swordDamage = ReplicatedStorage.SwordDamageRemoteFunction
local CurrentAction = script.Parent.Parent.CurrentAction.Value
--[[local AudioPlayerModule = require(ReplicatedStorage:WaitForChild("AudioPlayer")
AudioPlayerModule.preloadaudio({
})]]
--[[
11768323667 right
11768327293 up
11768331665 left
]]
repeat wait() until character.Humanoid
local humanoid = character.Humanoid
local anim = Instance.new("Animation")
anim.Parent = humanoid
anim.AnimationId = "https://www.roblox.com/asset/?id=11768331665"
local playAnim = humanoid:LoadAnimation(anim)
UserInputService.InputBegan:Connect(function(Input , IsTyping)
if not IsTyping and debounce ~= true and Input.UserInputType == Enum.KeyCode.Q then
print("test")
wait(0.1)
swordDamage:InvokeServer(0, false, false, false)
playAnim:Play(0, 1, 1)
CurrentAction = "ParryLeft"
--sound goes here
--AudioPlayerModule.playAudio("")
repeat wait() until UserInputService:IsKeyDown(Enum.KeyCode.Q) == false or CurrentAction ~= "ParryLeft"
playAnim:Stop()
swordDamage:InvokeServer(0, false, false, false)
CurrentAction = nil
debounce = false
end
end)
