Title is pretty self explanatory. Tool.Equipped == true when the tool isnt equipped. Why is this happening?
Here is my code:
local Tool = script.Parent
local UserInputService = game:GetService("UserInputService")
local keyHeld = false
function holdTool(input,wasProcessed)
keyHeld = true
while UserInputService:IsMouseButtonPressed(Enum.UserInputType.MouseButton1) == true and keyHeld do
local bodyPosition = game:GetService("Players").LocalPlayer.Character.HumanoidRootPart.Position
local flyingBit = Instance.new("Part",workspace.Flying_Pieces)
flyingBit.Shape = Enum.PartType.Ball
flyingBit.Anchored = true
flyingBit.Transparency = 0.5
flyingBit.BrickColor = BrickColor.new(23)
flyingBit.Material = Enum.Material.SmoothPlastic
flyingBit.Size = Vector3.new(7,1,7)
flyingBit.CFrame = CFrame.new(bodyPosition.X,bodyPosition.Y-3.5,bodyPosition.Z)
wait(0.1)
for _, item in ipairs(workspace.Flying_Pieces:GetChildren()) do
game:GetService("Debris"):AddItem(item, 1)
end
end
end
if Tool.Equipped then
print("Enabled")
UserInputService.InputBegan:Connect(holdTool)
else
print("Disabled")
end
gif of issue: https://gyazo.com/003ffc590d2b6996905b7da29643a1eb

5 comments
You should probably use the tool:Activated() event instead, it is easier, unless it doesn't fit to your scripting plans. https://developer.roblox.com/en-us/api-reference/event/Tool/Activated
I'll move to using that in my script. Im still curious though about why Tool.Equipped was true when it definitely wasnt equipped.
Turns out using tool activated breaks functionality. It would be alot easier just to work out why tool.equipped is true. and making sure its the correct value
I am not sure, I have never used that kind of thing that is in your script. Usually if you use tool.Activated correctly it does the thing.
update: turns out tool activated does work. it was just getting broken by another piece of code.