I wanted to know, is there such a think as a KeysUp? KeysDown is a think but I want this script below to not repeat the loop once the player lets go of the key, however if KeysUp isn't a think what can I do?
script.Parent.ChildAdded:connect(function(w)
if w.className == "Weld" then
if w.Name == "SeatWeld" then
if w.Part1.Parent:findFirstChild("Humanoid" )~= nil then
local pl = game.Players:GetPlayerFromCharacter(w.Part1.Parent)
if pl ~= nil then
local uis = game:GetService("UserInputService")
local keysDown = {T = false;}
uis.InputBegan:connect(function(input, gpe)
if not gpe then
local type = input.UserInputType.Name
if type == "Keyboard" then
local key = input.KeyCode.Name
keysDown[1] = true
if key == "T" then
script.Parent.Vehilce.Value = false
repeat wait() until script.Parent.Vehicle.Value == true
local Bull = script.Parent.Parent.Gun1Bullet:clone()
local Vel = Instance.new("BodyVelocity")
Vel.Parent = Bull
Bull.Velocity = Bull.CFrame.lookVector*500
Vel.velocity = Bull.Velocity
Bull.Anchored = false
Bull.Transparency = 0
Bull.Damage.Disabled = false
Bull.Parent = workspace
Bull.Fire:Play()
end
end
end
end)
end
end
end
end
end)
script.Parent.ChildRemoved:connect(function(w)
if w.className == "Weld" then
if w.Name == "SeatWeld" then
if w.Part1.Parent:findFirstChild("Humanoid")~=nil then
local pl = game.Players:GetPlayerFromCharacter(w.Part1.Parent)
if pl ~= nil then
script.Parent.Vehicle.Value = true
end
end
end
end
end)
--Below here is where the KeysUp should be. not
--sure how to do it though
uis.InputBegan:connect(function(input, gpe)
if not gpe then
local type = input.UserInputType.Name
if type == "Keyboard" then
local key = input.KeyCode.Name
keysUp[1] = true
if key == "T" then
script.Parent.Vehice.Value = true
I also tested it in studio without this, the script doesn't work, thank you for all the help.

3 comments
use uis.InputEnded.
so then would I use KeysDown still?
I'm sorry, I wasn't reading your code. The lack of indents make it hard to read.