local debounce = false function attack_A1(inputObject, gameProcessedEvent) if inputObject.UserInputType == Enum.UserInputType.MouseButton1 and debounce == false then debounce = true if not gameProcessedEvent and equipWandFrame.Visible == true then local mouse = player:GetMouse() local mousehit = mouse.Hit.p local cast = game.ReplicatedStorage.Gui.cast local spell = playerData.DATA_SpellEquipped cast:FireServer(spell.Value, mousehit) end end wait(2) debounce = false end game:GetService("UserInputService").InputBegan:connect(attack_A1)
This is the portion of the script I am having trouble with, basically, what it does is, when a player clicks, it sends off certain data to the ServerScript, and then the ServerScript takes the wheel from there, anyway- I join a test server and I begin to click rapidly, to test and see if it works, correctly, and it doesn't, somehow the rapid firing of the mouse click breaks the debounce, and then there is no cooldown for the projectile.. Why is the debounce breaking?