--Server side rem.OnServerEvent:Connect(function(plr, fruit, move, state, haki) -- Fireflies local vector = plr.Backpack.mousehitp.vector local cframe = plr.Backpack.mousehit.cframe local target = plr.Backpack.mousetarget.target if fruit == "mera" then if move == "fireflies" then if state == "on" then if not firbounce then firbounce = true wait(10) firbounce = false end -- if firbounce end -- if state end -- if move end -- if fruit end)
and the script I used to spam
while wait() do game.ReplicatedStorage.Remotes.fight:FireServer("mera", "fireflies", "on", false) end --script used to spam
Why does this happen? the first time it executes it's fine but after that it goes crazy.
If it is a Button or a touch event firing the Event add a Debounce to that. I'm not sure you can add Debounces to OnServerEvents.