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?

2 comments

0

"debounce = true"

0

Your point being?