so ive got this inventory script i didnt write it, i just modified it to my liking, well it worked perfect for a long time, but while testing another thing in my game i noticed instead of unequipping a sword when its out it re-equips it as if it wasn't pulled out, making it impossible to put the sword away, i have no clue what would have changed that would cause this, can someone point out whats causing this?
here is the script
wait(.5)
player = game.Players.LocalPlayer
Close = game.Workspace.Close1
game.StarterGui:SetCoreGuiEnabled('Backpack',false)
Close = game.Workspace.Close1
--
function UpdateInventory()
if Close.Disabled == true then
Close.Disabled = false
elseif Close.Disabled == false then
Close.Disabled = true
end
if Close.Disabled == false then
script.Parent.Frame.Visible = true
script.Parent.CenterCap.Visible = false
script.Parent.Frame.CanvasSize = UDim2.new(0,46*#player.Backpack:children(),0,0)
script.Parent.Frame:ClearAllChildren()
for i,v in pairs(player.Backpack:GetChildren()) do
Obj1 = Instance.new('ImageButton',script.Parent.Frame)
Obj1.ZIndex = 10
Obj1.Size = UDim2.new(0,40,0,40)
Obj1.Position = UDim2.new(0,45*i-40,0,7)
Obj1.BackgroundTransparency = 0
Obj1.Image = v.TextureId
Obj1.MouseButton1Down:connect(function()
player.Character.Humanoid:UnequipTools()
player.Character.Humanoid:EquipTool(v)
end)
end
else
script.Parent.Frame.Visible = false
script.Parent.CenterCap.Visible = true
wait(.3)
end
end
script.Parent.InvenButton.MouseButton1Down:connect(function()
UpdateInventory()
end)
player.Backpack.Changed:connect(function()
if Close.Disabled == true then Close.Disabled = false UpdateInventory() end
if Close.Disabled == false then Close.Disabled = true UpdateInventory() end
end)
