i have a local script for animations and a server script for damage yet the client that "died" is still alive
server script:
script.Parent.Activated:Connect(function() script.Parent.Blade.Touched:Connect(function(hit) local Humanoid = hit.Parent.Humanoid Humanoid.Health = Humanoid.Health - 0.1 end) end)
local script:
local debounce = true script.Parent.Activated:Connect(function() local Swing1 = game.Players.LocalPlayer.Character.Humanoid:LoadAnimation(script.Swing1) if debounce == true then debounce = false Swing1:Play() game.Players.LocalPlayer.leaderstats.Strength.Value = game.Players.LocalPlayer.leaderstats.Strength.Value + 2 game.Players.LocalPlayer.leaderstats.Coins.Value = game.Players.LocalPlayer.leaderstats.Coins.Value + math.random(1,5) wait(0.6) debounce = true end end)
That server script is gonna error a LOT. You need to clearly make sure that hit is indeed the part of a character. Here.
local candamage = true script.Parent.Activated:Connect(function() script.Parent.Blade.Touched:Connect(function(hit) local Char = hit:FindFirstAncestorOfClass("Model") if Char then Hum = Char:FindFIrstChild("Humanoid") if Hum them if candamage == true then candamage = false Hum.Health = Hum.Health - 0.1 wait(1) candamage = true end end end end) end)