In one of my weapon local scripts, I was noticing that if I unequipped the weapon while the cooldown was active, then the weapon was able to work without it being equipped. The output bar was empty of errors, so I didn't know what to do. Here's the animation script-
player = game.Players.LocalPlayer mouse = player:GetMouse() animation = script:WaitForChild("Animation2") enabled = false cananim = script.Parent.Parent.Equipped script.Parent.Parent.Equipped:Connect(function(mouse) enabled = true end) mouse.Button1Down:connect(function() if enabled then enabled = false local animationTrack = player.Character.Humanoid:LoadAnimation(animation) animationTrack:Play() wait(.8) enabled = true end script.Parent.Parent.Unequipped:connect(function() enabled = false end) end)
And here's the attack script-
local Water = game.ReplicatedStorage.Water local Shooter = script.Parent local Waterclone = Water:Clone() local Enabled = false local person = game.Players.LocalPlayer local mouse = person:GetMouse() local Cooldown = wait (.8) Shooter.Unequipped:Connect(function() if Enabled then Enabled = false end end) Shooter.Equipped:Connect(function() if Cooldown then wait(.1) Enabled = true end end) local function onclick() if Enabled then Enabled = false if person.Character ~= nil then Waterclone.Parent = game.Workspace Waterclone:MoveTo(person.Character:FindFirstChild('RightLowerLeg').Position) wait(.8) Waterclone.Parent = nil Enabled = true end end end mouse.Button1Down:Connect(onclick)
Anyone know an fix?