Usually, you can set a local variable to determine whether a cool down is in action and so on preventing players from spamming an event, however exploiters can bypass this and fire the event many times a second, how could I possibly implement a cool down within the server that is specific to that one player and not the rest?
A Table can be used to do so.
local Cooldown = {} script.Parent.Touched:Connect(function(hit) if hit and hit.Parent then local Character = hit.Parent if not Cooldown[Character] == false then return end ---If the Character is not in the table, then continue. Cooldown[Character] = true ---Adds the Character to the table wait(5) Cooldown[Character] = false end end)
If the Player is not in the table, then add them to it. If they are in the table, then the script will ignore the rest