So basically i have 2 local scripts, the first one plays a backflip animation when i press the F key
--//Service
local CAS = game:GetService('ContextActionService')
--//Variables
local player = game.Players.LocalPlayer
local char = player.Character or player.CharacterAdded:Wait()
local hum = char:WaitForChild('Humanoid')
--//Animation
local flipAnimation = script:WaitForChild('Backflip')
local load = hum:LoadAnimation(flipAnimation)
--//Function
function blank(actionName, inputState, input)
if actionName == 'BackFlip' and inputState == Enum.UserInputState.Begin then
load:Play()
CAS:UnbindAction('LeftClick')
end
end
CAS:BindAction('BackFlip', blank, false, Enum.KeyCode.F)
The second local script is located inside a tool, when i click while having the tool equipped, it will print out "working"
local CAS = game:GetService('ContextActionService')
local player = game.Players.LocalPlayer
local char = player.Character or player.CharacterAdded:Wait()
local tool = script.Parent
function clicked(actionName, inputState, input)
if actionName == 'LeftClick' and inputState == Enum.UserInputState.Begin then
print('working')
end
end
tool.Equipped:Connect(function()
CAS:BindAction('LeftClick', clicked, false, Enum.UserInputType.MouseButton1)
end)
What i want to do is, i want to prevent the tool from being clickable when i do the backflip animation. This is to prevent the animations from overriding each other once i add animations to the tool when clicked. I know that i can use UnbindAction whenever i press the F key to disable to clicking but how am i suppose to enable it again from a different local script?

3 comments
Why are you completely unbinding leftclick to do this? I think that having a boolvalue under the character which would be true if the player is doing an animation would be better but I'm no professional
Yeah you're right, but i'd have to create bindable events to allow the 2 local scripts to communicate with each other. I'm gonna have many different animations binded to keys in the future so i'm not sure if it's a good idea to create a bunch of bindable events just to disable a key/mouseclick for a short duration.
If you are going to use many animations in the future BindableEvents would be less scalable. I suggest having a way for the local player to know that they are in an action. I personally use a module script that contains the state of the player so I can do if Module.InAction then play animation.