local player = game.Players.LocalPlayer local RunService = game:GetService('RunService') local ContextActionService = game:GetService('ContextActionService') local jumping = false local leftValue, rightValue = 0, 0 local function onLeft(actionName, inputState) if inputState == Enum.UserInputState.Begin then leftValue = 1 elseif inputState == Enum.UserInputState.End then leftValue = 0 end end local function onRight(actionName, inputState) if inputState == Enum.UserInputState.Begin then rightValue = 1 elseif inputState == Enum.UserInputState.End then rightValue = 0 end end local function onJump(actionName, inputState) if inputState == Enum.UserInputState.Begin then jumping = true elseif inputState == Enum.UserInputState.End then jumping = false end end local function onUpdate() if player.Character and player.Character:FindFirstChild('Humanoid') then if jumping then player.Character.Humanoid.Jump = true end local moveDirection = rightValue - leftValue player.Character.Humanoid:Move(Vector3.new(moveDirection,0,0), false) end end RunService:BindToRenderStep('Control', Enum.RenderPriority.Input.Value, onUpdate) ContextActionService:BindAction('Left', onLeft, true, 'a', Enum.KeyCode.Left, Enum.KeyCode.DPadLeft) ContextActionService:BindAction('Right', onRight, true, 'd', Enum.KeyCode.Right, Enum.KeyCode.DPadRight) ContextActionService:BindAction('Jump', onJump, true, 'w', Enum.KeyCode.Space, Enum.KeyCode.Up, Enum.KeyCode.DPadUp, Enum.KeyCode.ButtonA)
So, at the bottom where the inputs are turned into movments, i want to add an if statement and only allow moveent if a certain value has a speccific value, but if i do this, the code will run over the if staements if they are false and never run them again