When I asked my first question, it was answered but somebody else also suggested adding a debounce script to my restricted door. Could I get help with that? http://wiki.roblox.com/index.php?title=Debounce
local door = script.Parent function open() -- This function will open the door. door.CanCollide = false -- Make players able to walk through the door. for transparency = 0, 1, .1 do door.Transparency = transparency wait(.1) end end function close() -- This function will close the door. for transparency = 1, 0, -.1 do door.Transparency = transparency wait(.1) end door.CanCollide = true -- Make players unable to walk through the door. end -- This function returns the player a certain part belongs to. function get_player(part) --iterate over each player for _, player in ipairs(game.Players:GetPlayers()) do --if the part is within the player's character if part:IsDescendantOf(player.Character) then --return the player return player end end end door.Touched:connect(function(part) -- If it isn't a character that touched the door, then we ignore it. local player = get_player(part) if not player then return end local allow = ( player.Name == "TheRabster1428" or player.Name == "Whirlpooled" or player.Name == "TylerTiger88" or player.Name == "TylerTiger88V2" or player.Name == "lXMysteryXl" or player.Name == "AncientDinoDan" or player.Name == "djnightkiller" or player.Name == "danknoscoper12" or player.Name == "JuntheDoge" or player.Name == "peopledumb" or player.Name == "iliketranezz" or player.Name == "Quoonisbest" or player.Name == "willywaffle99" ) if allow then open() delay(4, close) end end)
Just add in a variable named something like local debounce = false
and then set it to true when they touch it. Have it wait a second and then set it to false. Before you go and set it to true, though, have it check to see if it's false.
To add a debounce, you can use a bool value to indicate whether the debounce is on or off. When it is on, simply don't open the door even if an allowed player touches it.
For example:
local debounce = false part.Touched:connect(function(touch) if not debounce then debounce = true touch:Destroy() end wait(1) debounce = false end)
The above example makes sure the script can only be run once a second at maximum.
Adding a debounce i simple, Example;
local debounce = true script.Parent.Touched:Connect(function() -- change this if you want if debounce == true then -- checks if the debounce is true debounce = false --changes it to false -- put your script in here debounce = true --sets it to true after the script has run end
You can find more here: https://wiki.roblox.com/?title=Debounce
A debounce can actually be anything. It does not have to be a boolean. It can be a number or a string too.
HOW TO USE DEBOUNCE
You use debounce by first defining the variable outside of the given function:
DebounceNumber = 1 -- Notice what I'm doing here
Then start your function, and when you start your function, add this:
function ILoveRoblox() if DebounceNumber == 1 then DebounceNumber = 2 -- Again, doesn't have to be a number, it can be a boolean or string.
Followed by the rest of the script:
print("I love Roblox") wait(3) DebounceNumber = 1 end if not DebounceNumber == 1 then break -- Debounce line end script.Parent.Touched:Connect(ILoveRoblox)
As I said before, a debounce can be anything (boolean, string, number). A debounce takes action when the value of the debounce variable is changed, and an if statement declares that "Hey, if this variable is equal to this value, start the function. If it is not equal to this value, stop the function immediately." That is the true way to use a debounce variable.