Mouse.KeyDown:connect(function(key) key = key:lower() if key == "f" then if Mouse.Target:FindFirstChild("Class") then for i, v in pairs (BackPack) do if v.empty.Value == 0 and v.Visible == true then v.Nam.Value = Mouse.Target.NM.Value v.Dec.Value = Mouse.Target.Dec.Value v.empty.Value = 1 Mouse.Target:Destroy() break else if v.empty.Value == 1 or v.Visible == false then print("full") end end end end end end)
After my first equip on an item, I equip the second time and since its a run down list it prints full for everyone else and then equips. I don't know how to overcome this.
I'm makign a new inventory system for myself so if i say equip i mean in backpack that i made.
I'm trying to make output say full when the last choice of item slots is taken. So that theres compatibility for all amounts of item slots
Mouse.KeyDown:connect(function(key) key = key:lower() if key == "f" then if Mouse.Target:FindFirstChild("Class") then for i, v in pairs (BackPack) do if v.empty.Value == 0 and v.Visible == true then v.Nam.Value = Mouse.Target.NM.Value v.Dec.Value = Mouse.Target.Dec.Value v.empty.Value = 1 Mouse.Target:Destroy() break else if v.empty.Value == 1 or v.Visible == false then --Change visible false to true. print("full") end end end end end end)
elseif v.Visible == false then print("full")
instead I just included an extra non visible full indicator box and just did this