I am trying to create a tool dispenser, thank you dyler3, essentially a giver, that would clone a tool into the players backpack when a certain part is touched. Only after testing it the script clones multiple tools into my backpack and I wanted to know how to stop the script from running after the player had received a single tool. What would I include? Here is the script:
script.Parent.Touched:connect(function(Part) if Part.Parent:FindFirstChild("Humanoid") then local player=game.Players:GetPlayerFromCharacter(Part.Parent) game.ReplicatedStorage.Tool:clone().Parent=player.Backpack end end)
Could I possibly make it check the players backpack for the specific tool and if it does find the tool, wait 2.5 seconds using an if, then statement beforehand? I tried something like this:
script.Parent.Touched:connect(function(Part) if Part.Parent:FindFirstChild("Humanoid") then if player.Backpack:FindFirstChild("Tool") then wait(2.5) local player=game.Players:GetPlayerFromCharacter(Part.Parent) game.ReplicatedStorage.Tool:clone().Parent=player.Backpack end end
But then that would mean that you would have to already have the tool to get the tool. How would I exclude lines 5 and 6 from the statement on line 3 and 4; how would I run it separately of that, yet beforehand?
Or could I possibly stop the script from creating another thread for a specific amount of time? So only one thread would run at a time and there would also be included a sort of cooldown?
This Answer is based off of my Comment:
What is a Debounce?
A Debounce is something in ROBLOX which is primarily often used for specific or certain tasks (primarily the .Touched
Event), in which prevents a Function
from firing multiple times on Execution.
What is it primarily used for?
It is primarily used to prevent an Event
or Function
from firing multiple times on Execution, as for example, it is primarily used for the .Touched
event, to prevent it from firing multiple times on Execution.
How can I use it?
Once you get used to using it, it's actually quite easy to use after a while of using it. :D As for example, the above code:
local Debounce = true --Here is our Debounce; this will be used to prevent the code below from firing multiple times on Execution function SomeFunctionIDontKnowWhatNameToUse() --Lol, what a name :P ;We have now created a new function, which will be used later on; This function will use the 'Debounce' spawn(function() --Sorry for using a 'Coroutine', but, without it, the code will not work properly for this example :( if not Debounce then return end --If 'if' statement is now checking if the 'Debounce' is true, and if so, will allow the following chunk to run Debounce = false --Sets 'Debounce' to false, starting the Debounce; Since 'Debounce' is now false, when the next 'if' statement checks to see if it equals to 'true' (or if 'Debounce' returns true), it will see that 'Debounce' returns false, thus preventing the Function from going on any further print("I fired inside a function which uses a Debounce! :D") --This will print into the Output, if the 'if' statement allowed the Chunk to run (if the Debounce is/was true) wait(2) --Waits a specific amount of time before running the next Chunk Debounce = true --Reverts 'Debounce' back to true, allowing the Function to fire again end) --Ends the chunk for the 'Coroutine' end --Ends the chunk for the function for i = 1, 6 do --This will run the following chunk 6 times print("For loop fired! :D") --This will print into the 'Output' every time the 'for' loop has looped (or fired) SomeFunctionIDontKnowWhatNameToUse() --Calls the function, thus the Debounce begins, and the Function executes wait(1) --Waits 1 second before allowing the 'for' loop to loop again end --Ends the chunk for the 'for' loop
Now, when we check the Output
:
--Output: --For loop fired! :D --I fired inside a function which uses a Debounce! :D --For loop fired! :D --For loop fired! :D --I fired inside a function which uses a Debounce! :D --For loop fired! :D --For loop fired! :D --I fired inside a function which uses a Debounce! :D --For loop fired! :D
And, Wah-La! Our Debounce works! :D
But, this is just one of the many example for how Debounce
works, it can be used for a lot more purposes, and is highly recommended to use! :D
Information left out
1.
The Output
- The Output
is something all (or, almost) Lua programs have; It receives and returns the Feedback back to the user, whether it be an Error, the Print
function firing, ect.
2.
The For
Loop - (This is based off the for
loop I used in the code) The For
loop is, well, a loop, that is used to fire multiple for a certain amount of loops, as the WIKI says, The for loop is a way of running a command or set of commands a set number of times. The basic syntax is as following: for iterator_variable = start value, end value, increment do
, in other words, it will fire the Chunk a specific number of times, then stop the loop.
3.
The If
statement - The If
statement is used for almost all Codes in all Lua programs: It is used to check if a Condition is equal to an (or it's) Argument, or if the Condition returns true
, and if the Condition does return true, then it will run a specific chunk, but, if it returns false, then it will run a separate chunk, if you use the else
statement along with it, but, without the else
statement (or elseif
statement), it will not run anything (the else
and elseif
statements are optional to use for if
statements).
Important Fact
This is based off of your other Question.
It is a very, very bad idea to use the Disabled
property of a script to activate a Debounce
, because, once it Disables itself, it won't beable to Enable itself again, because, when it disables itself, it stops all execution of the code (kind of like how using the break
keyword stops the Loop, and doesn't run anymore code (it returns, and doesn't return the next chunk)).
Hope this helped!
This is really simple,
after the tool is given you can either use
wait(#)
or
repeat wait() until player.BackPack:FindFirstChild("Tool")
Though if it's a .Touched function, it will probably fire the function every time it's touched, and have it run on a different thread.