If you don't understand what I mean from the title well, I want it so that when one player holds on a button all other moves cannot be played. Then when he lets go all other one's can be played but the Button that he played before is on a debounce. Thanks for helping me here is my script.:)
--Variables-- repeat wait() until game.Players.LocalPlayer.Character local Player = game.Players.LocalPlayer player = game:WaitForChild("Players") local Mouse = Player:GetMouse() local UIS = game:GetService("UserInputService") local en = true local ben = true local char = Player.Character local hum = Player.Character.Humanoid local root = Player.Character.HumanoidRootPart local Torso = char.Torso local TweenService = game:GetService("TweenService") tren = true --Has begun pressing Q-- UIS.InputBegan:Connect(function(inputObject) if inputObject.KeyCode==Enum.KeyCode.Q then if not en then return end--Debounces-- if not ben then return end--Debounces-- if not tren then return end ben = false--Debounces-- en = false--Debounces-- tren = false Part = Instance.new("Part") Part.Parent = game.Workspace Part.Anchored = true Part.CanCollide = false Part.CFrame = root.CFrame * CFrame.new(0,0,-5) Part.BrickColor = BrickColor.new("Really black") wait() ben = true en = true wait(5) tren = true end end) --Q has ended-- UIS.InputEnded:Connect(function(inputObject) if inputObject.KeyCode==Enum.KeyCode.Q then Part:Destroy() end end) --E Has been press-- UIS.InputBegan:Connect(function(inputObject) if inputObject.KeyCode==Enum.KeyCode.E then if not en then return end--Debounces-- if not ben then return end--Debounces-- if not tren then return end ben = false--Debounces-- tren = false--Debounces-- en = false Part2 = Instance.new("Part") Part2.Parent = game.Workspace Part2.Anchored = true Part2.CanCollide = false Part2.CFrame = root.CFrame * CFrame.new(0,0,-5) Part2.BrickColor = BrickColor.new("Really red") wait() ben = true tren = true wait(5) en = true end --E has ended-- UIS.InputEnded:Connect(function(inputObject) if inputObject.KeyCode==Enum.KeyCode.E then Part2:Destroy() end end) end)