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1

This code is crashing, could someone help me figure out why?

Asked by
drew1017 330 Moderation Voter
8 years ago
shooting = false
debounce = false
UIS = game:GetService('UserInputService')
UIS.InputBegan:connect(function(input)
    if input.UserInputType == Enum.UserInputType.MouseButton1 and interacting.Value == false then
        shooting = true
        while shooting do
            if gameCharp.Value == 1 then
                CannonShot()
            end
        end
    end
end)



UIS.InputEnded:connect(function(input)
    if input.UserInputType == Enum.UserInputType.MouseButton1 then
        shooting = false
    end
end)

mouse = player:GetMouse()

function CannonShot()
    if not debounce then
        debounce = true
        local rng = 1.2
        local dmg = 40
        local rte = 1.5
        local spd = 20
            local bullet = Instance.new('Part', workspace)
        bullet.CanCollide = false
        bullet.FormFactor = Enum.FormFactor.Custom
        bullet.Size = Vector3.new(0.2, 0.2, 0.2)
        bullet.Transparency = 1
        bullet.Position = player.Character.Head.Position
        bullet.CFrame = CFrame.new(player.Character.Head.Position, mouse.Hit.p)
        bullet.Velocity = bullet.CFrame.lookVector * spd

        Debris:AddItem(bullet, rng)
            local trail = workspace.Particles.CannonShot.ParticleEmitter:Clone()
        trail.Parent = bullet
            local velocity = Instance.new('BodyForce', bullet)
        velocity.force = Vector3.new(0, bullet.Size.X * bullet.Size.Y * bullet.Size.Z * 196.2, 0)
            local hitbox = Instance.new('Part', workspace)
        hitbox.FormFactor = Enum.FormFactor.Custom
        hitbox.Size = Vector3.new(0.2, 5.2, 0.2)
        hitbox.CanCollide = false
        hitbox.Position = player.Character.Head.Position
        hitbox.Velocity = Vector3.new(0, 0, spd)
        hitbox.Transparency = 1
        Debris:AddItem(hitbox, rng)
            local velocity2 = Instance.new('BodyForce', hitbox)
        velocity2.force = Vector3.new(0, hitbox.Size.X * hitbox.Size.Y * hitbox.Size.Z * 196.2, 0)

        hitbox.Touched:connect(function(hit)
            if hit.Parent:FindFirstChild('Humanoid') and hit.Parent.Humanoid.Team.Value ~= player.Character.Humanoid.Team.Value then
                hit.Parent.Humanoid:TakeDamage(dmg)
            else

            end
    end)
    wait(rte)
    debounce = false
end
end

I was in the process of making my attack autorepeat when holding down the mouse but saw that you can still attack much faster than the cooldown is by spamming click, so I attempted to add a debounce to it.

However, if I attack again before the previous bullet has despawned, it crashes. This doesent happen without the debounce no matter how bad i spam it, so I was wondering what might have caused this?

1 answer

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1
Answered by
woodengop 1134 Moderation Voter
8 years ago

Line 07 There is no wait function, If no wait function is shown on a While loop, your Studio will crash.

shooting = false
debounce = false
UIS = game:GetService('UserInputService')
UIS.InputBegan:connect(function(input)
    if input.UserInputType == Enum.UserInputType.MouseButton1 and interacting.Value == false then
        shooting = true
        while shooting do
        wait()
            if gameCharp.Value == 1 then
                CannonShot()
            end
        end
    end
end)



UIS.InputEnded:connect(function(input)
    if input.UserInputType == Enum.UserInputType.MouseButton1 then
        shooting = false
    end
end)

mouse = player:GetMouse()

function CannonShot()
    if not debounce then
        debounce = true
        local rng = 1.2
        local dmg = 40
        local rte = 1.5
        local spd = 20
            local bullet = Instance.new('Part', workspace)
        bullet.CanCollide = false
        bullet.FormFactor = Enum.FormFactor.Custom
        bullet.Size = Vector3.new(0.2, 0.2, 0.2)
        bullet.Transparency = 1
        bullet.Position = player.Character.Head.Position
        bullet.CFrame = CFrame.new(player.Character.Head.Position, mouse.Hit.p)
        bullet.Velocity = bullet.CFrame.lookVector * spd -- bullet.Velocity = Vector3.new(0, 0, spd)

        Debris:AddItem(bullet, rng)
            local trail = workspace.Particles.CannonShot.ParticleEmitter:Clone()
        trail.Parent = bullet
            local velocity = Instance.new('BodyForce', bullet)
        velocity.force = Vector3.new(0, bullet.Size.X * bullet.Size.Y * bullet.Size.Z * 196.2, 0)
            local hitbox = Instance.new('Part', workspace)
        hitbox.FormFactor = Enum.FormFactor.Custom
        hitbox.Size = Vector3.new(0.2, 5.2, 0.2)
        hitbox.CanCollide = false
        hitbox.Position = player.Character.Head.Position
        hitbox.Velocity = Vector3.new(0, 0, spd)
        hitbox.Transparency = 1
        Debris:AddItem(hitbox, rng)
            local velocity2 = Instance.new('BodyForce', hitbox)
        velocity2.force = Vector3.new(0, hitbox.Size.X * hitbox.Size.Y * hitbox.Size.Z * 196.2, 0)

        hitbox.Touched:connect(function(hit)
            if hit.Parent:FindFirstChild('Humanoid') and hit.Parent.Humanoid.Team.Value ~= player.Character.Humanoid.Team.Value then
                hit.Parent.Humanoid:TakeDamage(dmg)
            else

            end
    end)
    wait(rte)
    debounce = false
end
end

0
Ah, thought the wait(rte) covered that drew1017 330 — 8y
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