ting = 1
function click()
if ting == 1 then
Note = game.Workspace:WaitForChild(script.Parent.Parent.Tool.ToolTip)
Note.Script.Disabled = true
Note.Move.Disabled = true
Note.Torso.BodyPosition.position = Vector3.new(0,50,0)
Note.Guy.Anchored = false
script.Parent.Heal.Disabled = false
Note["Body Colors"].HeadColor = BrickColor.Red()
ting = 2
if ting == 2 then --for some reason it does this when I click, then doesnt go back to ting = 1
Note = game.Workspace:WaitForChild(script.Parent.Parent.Tool.ToolTip)
Note.Script.Disabled = true
Note.Move.Disabled = true
Note.Torso.BodyPosition.position = Vector3.new(0,5,0)
script.Parent.Heal.Disabled = false
Note["Body Colors"].HeadColor = BrickColor.Red()
ting = 1
end
end
end
script.Parent.MouseButton1Click:connect(click)
✓ ANSWER ACCEPTED
This script only works for ting = 2?
1 answer
✓ Accepted answer
You're checking for ting2 immediately after ting1. Ting 1 is being fired, but there's no space inbetween. Basically, if you click, it runs ting 1 then immediately runs ting 2. Here's how I'd write it:
ting = 1
function click()
if ting == 1 then
Note = game.Workspace:WaitForChild(script.Parent.Parent.Tool.ToolTip)
Note.Script.Disabled = true
Note.Move.Disabled = true
Note.Torso.BodyPosition.position = Vector3.new(0,50,0)
Note.Guy.Anchored = false
script.Parent.Heal.Disabled = false
Note["Body Colors"].HeadColor = BrickColor.Red()
ting = 2
elseif ting == 2 then
Note = game.Workspace:WaitForChild(script.Parent.Parent.Tool.ToolTip)
Note.Script.Disabled = true
Note.Move.Disabled = true
Note.Torso.BodyPosition.position = Vector3.new(0,5,0)
script.Parent.Heal.Disabled = false
Note["Body Colors"].HeadColor = BrickColor.Red()
ting = 1
end
end
script.Parent.MouseButton1Click:connect(click)
2 comments
0
Lol, the little things sometimes, thanks!
0
No problem, I always have to pour over my scripts for mistakes like these.
This discussion is preserved as it was. New answers, comments, and votes are closed.

1 comment
Tab your code, and you'll catch the little things easier.