Output is no errors well. That problem is confusing to me.
Local Script:
wait(1)
local Player = game.Players.LocalPlayer
local MouseOfPlayer = Player:GetMouse()
local Equipped = true
local TreeList = {
["Tree1"] = true
}
local AlreadyActivated = false
local Cooldown = 2
local Humanoid = nil
local AxeDamage = script.Parent.Damage.Value
local WaitTime = script.Parent.WaitTime.Value
local Animation = script.Idle
local Player = game.Players.LocalPlayer
local LoadedAnimation = workspace:FindFirstChild(Player.Name).Humanoid:LoadAnimation(Animation)
Player.CharacterAdded:Connect(function()
wait(1)
Humanoid = workspace:FindFirstChild(Player.Name).Humanoid
end)
script.Parent.Unequipped:Connect(function()
LoadedAnimation:Stop()
end)
script.Parent.Equipped:Connect(function()
LoadedAnimation.Looped = true
LoadedAnimation.Priority = Enum.AnimationPriority.Action
LoadedAnimation:Play()
end)
script.Parent.Equipped:Connect(function()
Equipped = true
while Equipped do
print("a")
wait(0.1)
for _,p in pairs (game.Workspace.Trees:GetChildren()) do
if p.Name == "Tree1" then
p.ChooseLight.Transparency = 1
end
end
script.Parent.Unequipped:Connect(function()
Equipped = false
end)
if MouseOfPlayer.Target ~= nil then
if TreeList[MouseOfPlayer.Target.Name] or TreeList[MouseOfPlayer.Target.Name] == true then
MouseOfPlayer.Target.ChooseLight.Transparency = 0
end
end
end
end)
script.Parent.Activated:Connect(function()
local Target = MouseOfPlayer.Target
local DamageGui = Player.PlayerGui.DamageGui.Frame
local SaveTarget = Target
local CopyTarget = Target:Clone()
if AlreadyActivated == false and Target.Name == "Tree1" then
print("awa")
AlreadyActivated = true
CopyTarget.Parent = game.ServerStorage
print(AlreadyActivated)
LoadedAnimation:Stop()
local LoadedAnimation2 = workspace:FindFirstChild(Player.Name).Humanoid:LoadAnimation(script.Anim)
LoadedAnimation2.Priority = Enum.AnimationPriority.Action
LoadedAnimation2:Play()
script.Parent.Sound:Play()
if DamageGui.Visible == true then
print("aw")
if AxeDamage == 2 then
warn("hi")
local DamageCalculation = Player["Backpack Size"] + AxeDamage - Player["Backpack Max"]
local DamageCalculationForNow = DamageCalculation - AxeDamage
Player["Backpack Size"].Value = Player["Backpack Max"].Value
Target.Damage.Value = Target.Damage.Value - DamageCalculationForNow
UpdateUdm(SaveTarget.Damage.Value, SaveTarget.DamageMax.Value)
Player.PlayerGui.BackpackFull.Frame.Visible = true
DamageGui.Visible = false
SaveTarget:Destroy()
CopyTarget.Parent = workspace.Trees
wait(WaitTime)
AlreadyActivated = false
else
warn("hey i still exit")
SaveTarget.Damage.Value = SaveTarget.Damage.Value - AxeDamage
game.ReplicatedStorage.AddToBackpack:FireServer(AxeDamage)
UpdateUdm(SaveTarget.Damage.Value, SaveTarget.DamageMax.Value)
if SaveTarget.Damage.Value <= 0 then
repeat
wait(0.05)
SaveTarget.Transparency = SaveTarget.Transparency +0.1
SaveTarget.Part.Transparency = SaveTarget.Part.Transparency +0.1
until SaveTarget.Part.Transparency > 0.9
warn("bist du dumm")
SaveTarget:Destroy()
DamageGui.Visible = false
wait(WaitTime)
print(AlreadyActivated)
AlreadyActivated = false
print(AlreadyActivated)
wait(20)
CopyTarget.Parent = workspace.Trees
end
wait(WaitTime)
AlreadyActivated = false
end
else
if Player["Backpack Size"].Value + AxeDamage > Player["Backpack Max"].Value then
warn("tho big")
local DamageCalculation = Player["Backpack Size"] + AxeDamage - Player["Backpack Max"]
local DamageCalculationForNow = DamageCalculation - AxeDamage
Player["Backpack Size"].Value = Player["Backpack Max"].Value
UpdateUdm(SaveTarget.Damage.Value, SaveTarget.DamageMax.Value)
Target.Damage.Value = Target.Damage.Value - DamageCalculationForNow
Player.PlayerGui.BackpackFull.Frame.Visible = true
DamageGui.Visible = false
warn("hi")
SaveTarget:Destroy()
CopyTarget.Parent = workspace.Trees
wait(WaitTime)
AlreadyActivated = false
else
print("ye")
DamageGui.Visible = true
SaveTarget.Damage.Value = SaveTarget.Damage.Value -AxeDamage
print(SaveTarget.Damage.Value)
print(script.Parent.Damage.Value)
game.ReplicatedStorage.AddToBackpack:FireServer(AxeDamage)
print(SaveTarget.Damage.Value)
UpdateUdm(SaveTarget.Damage.Value, SaveTarget.DamageMax.Value)
if SaveTarget.Damage.Value <= 0 then
warn("aaaa")
repeat
wait(0.05)
SaveTarget.Transparency = SaveTarget.Transparency +0.1
SaveTarget.Part.Transparency = SaveTarget.Part.Transparency +0.1
until SaveTarget.Part.Transparency > 0.9
SaveTarget:Destroy()
DamageGui.Visible = true
wait(WaitTime)
AlreadyActivated = false
wait(20)
CopyTarget.Parent = workspace.Trees
end
wait(WaitTime)
AlreadyActivated = false
end
end
end
end)
function UpdateUdm(Damage, Max)
local Gui = Player.PlayerGui.DamageGui
Gui.Frame.Frame.Size = UDim2.new(1/(Max/Damage),0,1,0)
Gui.Frame.Frame.TextLabel.Text = Damage.."/"..Max
end

2 comments
Nice free model lol
Thats no free model.