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projectile script button hold instead of spam?

Asked by 1 year ago

i have a projectile script:

local sound = script.fire 
local tweenservice = game:GetService("TweenService") 
local plr = game.Players.LocalPlayer

local tear1 = game.ReplicatedStorage.Player1tear 
local UIS = game:GetService("UserInputService")

UIS.InputBegan:connect(function(input) 
    if input.KeyCode == Enum.KeyCode.E then 
        print("Working") 
        sound:Play() 
        local clonetear = tear1:Clone()

        -- Touched event
        clonetear.Touched:Connect(function(hit)
            local hitHumanoid = hit.Parent:FindFirstChildOfClass("Humanoid") -- Check for a humanoid
            if hitHumanoid then 
                -- You'll need to set up some remote events to deal real damage.
                hitHumanoid:TakeDamage(game.StarterPlayer.StarterPlayerScripts.TearScript.Damage.Value) -- Deal damage
                game.Debris:AddItem(0, clonetear) -- Remove projectile
            end
        end)

        clonetear.Parent = game.Workspace 
        clonetear.CFrame = plr.Character.HumanoidRootPart.CFrame + plr.Character.HumanoidRootPart.CFrame.lookVector * 5
        tweenservice:Create(clonetear,TweenInfo.new(1,0,0),{CFrame = plr.Character.HumanoidRootPart.CFrame + plr.Character.HumanoidRootPart.CFrame.lookVector * 40,Transparency = 1},Enum.EasingStyle.Quint,Enum.EasingDirection.Out):Play() 
        game.Debris:AddItem(2.5,clonetear)
    end 
end)

theres a sound under the script called fire, a value under the script called damage and the projectile in replicated storage called player1tear. right now to shoot rapidly you need to spam the e key. i need it so that you can hold down the e key and the projectiles will shoot with custom firerate value.

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Answered by
Klui36 45
1 year ago
Edited 1 year ago

You can use a function called ":IsKeyDown" of UserInputService. It basically checks if a certain key is pressed.

if you want to make your gun full auto you could do something like this:

-- This code may crash your studio if ran. This is just an introduction. Do not run this code.
game:GetService("RunService").Stepped:Connect(function() -- fires function every frame
if UserInputservice:IsKeyDown(Enum.Keycode.E) then -- checks if key is down
    -- do stuff that you want
end)

If you want a custom firerate to it then you could implement a debounce variable that basically checks if you are shooting or not.

Heres a neat script for full auto with firerate:

local debounce = false 
local firerate = 0.1 -- in seconds

game:GetService("RunService").Stepped:Connect(function() -- fires function every frame
if UserInputservice:IsKeyDown(Enum.Keycode.E) then -- checks if key is down
    if debounce == false then -- checks if debounce is false
        debounce = true -- setting debounce to true so we cant fire
        -- do stuff that you want
        wait(firerate) -- waiting our firerate time 
        debounce = false -- setting debounce to false so we can fire again
    end
end)

although i highly recommend putting the debounce and firerate on a server-sided script because hackers can change the firerate to something very low using scripts.

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the ")" in the last end is red lined, pakancina 19 — 1y
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