I'm following the default roblox control script but my version isnt working for some reason

MasterModule:

local ZERO_VEC3 = Vector3.new(0, 0, 0)

local HUMANOID_STATES = {
	JUMPING = Enum.HumanoidStateType.Jumping,
	FALLING = Enum.HumanoidStateType.FallingDown,
	LANDED = Enum.HumanoidStateType.Landed
}
local MASTER_INPUT_MODULE = {}

local RunService = game:GetService("RunService")
local Players = game:GetService("Players")

while not Players.LocalPlayer do
	Players.PlayerAdded:wait()
end

local LOCAL_PLAYER = Players.LocalPlayer
local LOCAL_CHARACTER = LOCAL_PLAYER.Character
local CACHED_HUMANOID = nil

local IS_JUMPING = false

local MOVE_VALUE = Vector3.new(0, 0, 0)

local IS_JUMP_ENABLED = true

function MASTER_INPUT_MODULE.GET_HUMANOID() --Gets the Players Humanoid
	if LOCAL_CHARACTER then
		if CACHED_HUMANOID then
			
			return CACHED_HUMANOID
		else
			CACHED_HUMANOID = LOCAL_CHARACTER:FindFirstChildOfClass("Humanoid")
			
			return CACHED_HUMANOID
		end
	end
end

local CHARACTER_CHILD_REMVD_CONN = nil
local CHARACTER_ANCESTRY_CHANGED_CONN = nil

local function CHARACTER_ADDED(CHARACTER) --Gets the Character even if its changed Ancestry
	if CHARACTER_ANCESTRY_CHANGED_CONN then
		CHARACTER_ANCESTRY_CHANGED_CONN:disconnect()
	end
	
	if CHARACTER_CHILD_REMVD_CONN then
		CHARACTER_CHILD_REMVD_CONN:disconnect()
	end
	
	LOCAL_CHARACTER = CHARACTER
	CACHED_HUMANOID = LOCAL_CHARACTER:FindFirstChildOfClass("Humanoid")
	CHARACTER_ANCESTRY_CHANGED_CONN = CHARACTER.AncestryChanged:connect(function()
		if CHARACTER.Parent == nil then
			LOCAL_CHARACTER = nil
		else
			LOCAL_CHARACTER = CHARACTER
		end
	end)
	
	CHARACTER_CHILD_REMVD_CONN = CHARACTER.ChildRemoved:connect(function(CHILD)
		if CHILD == CACHED_HUMANOID then
			CACHED_HUMANOID = nil
		end
	end)
end

if LOCAL_CHARACTER then
	CHARACTER_ADDED(LOCAL_CHARACTER)
end
LOCAL_PLAYER.CharacterAdded:connect(CHARACTER_ADDED)

local GET_HUMANOID = MASTER_INPUT_MODULE.GET_HUMANOID
local MOVE_FUNC = LOCAL_PLAYER.Move

local UPDATE_MOVEMENT = function()
	
	local HUMANOID = GET_HUMANOID()
	if not HUMANOID then return end
	
	if IS_JUMP_ENABLED and IS_JUMPING and not HUMANOID.PlatformStand then
		local STATE = HUMANOID:GetState()
		if STATE ~= HUMANOID_STATES.JUMPING and STATE ~= HUMANOID_STATES.FREEFALL and STATE ~= HUMANOID_STATES.LANDED then
			HUMANOID.Jump = IS_JUMPING
		end
	end
	
	local ADJ_MOVE_VAL = MOVE_VALUE
	
	MOVE_FUNC(LOCAL_PLAYER, ADJ_MOVE_VAL, true)
end 

function MASTER_INPUT_MODULE:INIT() --Initializes Module
	RunService:BindToRenderStep("MasterUpdate", Enum.RenderPriority.Input.Value, UPDATE_MOVEMENT)
end 

function MASTER_INPUT_MODULE:ENABLE() --Internal Module Enable
	IS_JUMP_ENABLED = true
end

function MASTER_INPUT_MODULE:DISABLE() --Internal Module Disable
	
	UPDATE_MOVEMENT()
	
	IS_JUMPING = false
end

function MASTER_INPUT_MODULE:ENABLE_JUMP()
	IS_JUMP_ENABLED = true
end

function MASTER_INPUT_MODULE:DISABLE_JUMP()
	IS_JUMP_ENABLED = false
end

function MASTER_INPUT_MODULE:ADD_TO_PLAYER_MOVEMENT(MOVE_VEC)
	print(MOVE_VEC.X)
end

function MASTER_INPUT_MODULE:GET_MV_VEC()
	
	return MOVE_VALUE
end

function MASTER_INPUT_MODULE:SET_IS_JUMPING(JUMPING)
	if not IS_JUMP_ENABLED then return end
	IS_JUMPING = JUMPING
	local HUMANOID = self.GET_HUMANOID()
	if HUMANOID and not HUMANOID.PlatformStand then
		HUMANOID.Jump = IS_JUMPING
	end
end

function MASTER_INPUT_MODULE:DO_JUMP()
	if not IS_JUMP_ENABLED then return end
	local HUMANOID = self.GET_HUMANOID()
	if HUMANOID then
		HUMANOID.Jump = true
	end
end

return MASTER_INPUT_MODULE

KeyboardInputModule:

local UserInputService = game:GetService("UserInputService")
local ContextActionService = game:GetService("ContextActionService")
local Players = game:GetService("Players")

local INPUT = {}

local LOCAL_PLAYER = Players.LocalPlayer
local CACHED_HUMANOID = nil

local MASTER_INPUT = require(script.Parent)
local CURRENT_MOVEMENT_VECTOR = Vector3.new(0, 0, 0)


local function GET_HUMANOID()
	local CHARACTER = LOCAL_PLAYER and LOCAL_PLAYER.Character

	if CHARACTER then

		if CACHED_HUMANOID and CACHED_HUMANOID.Parent == CHARACTER then
			
			return CACHED_HUMANOID
		else

			CACHED_HUMANOID = nil

			for _, CHILD in ipairs(CHARACTER:GetChildren())do

				if CHILD:IsA("Humanoid") then
					
					CACHED_HUMANOID = CHILD
					
					return CACHED_HUMANOID
				end
			end
		end
	end
end

function INPUT:ENABLE()
	local FORWARD = 0
	local BACKWARD = 0
	local LEFT = 0
	local RIGHT = 0
	
		
	
	local UPDATE_MOVEMENT = function(INPUT_STATE)
		
		if INPUT_STATE == Enum.UserInputState.Cancel then

			MASTER_INPUT.ADD_TO_PLAYER_MOVEMENT(-CURRENT_MOVEMENT_VECTOR)

		 CURRENT_MOVEMENT_VECTOR = Vector3.new(0, 0, 0)
		else

			MASTER_INPUT.ADD_TO_PLAYER_MOVEMENT(-CURRENT_MOVEMENT_VECTOR)

		 	CURRENT_MOVEMENT_VECTOR = Vector3.new(LEFT + RIGHT, 0, FORWARD + BACKWARD)

			MASTER_INPUT.ADD_TO_PLAYER_MOVEMENT(CURRENT_MOVEMENT_VECTOR)
		end
		print(CURRENT_MOVEMENT_VECTOR)
	end
	
	local MOVE_FORWARD_FUNC = function(ACTION, INPUT_STATE, INPUT_OBJECT)
		if INPUT_STATE == Enum.UserInputState.Begin then
			FORWARD = -1
		elseif INPUT_STATE == Enum.UserInputState.End then
			FORWARD = 0
		end
		UPDATE_MOVEMENT(INPUT_STATE)
	end
	
	local MOVE_BACKWARD_FUNC = function(ACTION, INPUT_STATE, INPUT_OBJECT)
		if INPUT_STATE == Enum.UserInputState.Begin then
			BACKWARD = 1
		elseif INPUT_STATE == Enum.UserInputState.End then
			BACKWARD = 0
		end
		UPDATE_MOVEMENT(INPUT_STATE)
	end
	
	local MOVE_LEFT_FUNC = function(ACTION, INPUT_STATE, INPUT_OBJECT)
		if INPUT_STATE == Enum.UserInputState.Begin then
			LEFT = -1
		elseif INPUT_STATE == Enum.UserInputState.End then
			LEFT = 0
		end
		UPDATE_MOVEMENT(INPUT_STATE)
	end
	
	local MOVE_RIGHT_FUNC = function(ACTION, INPUT_STATE, INPUT_OBJECT)
		if INPUT_STATE == Enum.UserInputState.Begin then
			RIGHT = 1
		elseif INPUT_STATE == Enum.UserInputState.End then
			RIGHT = 0
		end
		UPDATE_MOVEMENT(INPUT_STATE)
	end
	
	local JUMP_FUNC = function(ACTION, INPUT_STATE, INPUT_OBJECT)
		MASTER_INPUT:SET_IS_JUMPING(INPUT_STATE == Enum.UserInputState.Begin)
	end
	
	ContextActionService:BindActionToInputTypes("MOVE_FORWARD", MOVE_FORWARD_FUNC, false, Enum.PlayerActions.CharacterForward)
	ContextActionService:BindActionToInputTypes("MOVE_BACKWARD", MOVE_BACKWARD_FUNC, false, Enum.PlayerActions.CharacterBackward)
	ContextActionService:BindActionToInputTypes("MOVE_LEFT", MOVE_LEFT_FUNC, false, Enum.PlayerActions.CharacterLeft)
	ContextActionService:BindActionToInputTypes("MOVE_RIGHT", MOVE_RIGHT_FUNC, false, Enum.PlayerActions.CharacterRight)
	ContextActionService:BindActionToInputTypes("MOVE_JUMP", JUMP_FUNC, false, Enum.PlayerActions.CharacterJump)
end

function INPUT:DISABLE()
	ContextActionService:UnbindAction("MOVE_FORWARD")
	ContextActionService:UnbindAction("MOVE_BACKWARD")
	ContextActionService:UnbindAction("MOVE_LEFT")
	ContextActionService:UnbindAction("MOVE_RIGHT")
	
	MASTER_INPUT:ADD_TO_PLAYER_MOVEMENT( CURRENT_MOVEMENT_VECTOR)
 	CURRENT_MOVEMENT_VECTOR = Vector3.new(0, 0, 0)
	MASTER_INPUT:SET_IS_JUMPING(false)
end

return INPUT