Alright, for my hit detection I have a few variables to be checked for the hit to process, for one of them I have a BoolValue inside the Player’s Character to check whether the character is ‘Blocking’ or not. When a server starts, the BoolValue’s Value is only picked upon from what it started as, e.g If I set it as false before i start up a server, the script will only pick it up being false, no matter whether i change it or not whilst ingame.
Here’s the hit detection lines:
Blade.Touched:Connect(function(Hit)
if Hit.Parent:FindFirstChild("Humanoid") and Swinging == true and Hit.Parent.PlayerBlocking.Value == false and Hit.Parent:FindFirstChild("Humanoid").Health > 0 then
Hit.Parent.Humanoid:TakeDamage(30)
Swinging = false
end
if Blade.Transparency == 0 then
Hilt.Clash.ParticleEmitter.Enabled = true
Blade.Hit:Play()
end
wait(0.4)
Hilt.Clash.ParticleEmitter.Enabled = false
end)
When the Value is set to true, the player shouldn’t be taking damage which works however if i set the value to true whilst ingame then the script still picks it up as being set to false. No errors or warnings are present in the output/console so I’ve got no idea why it’s not updating.
How could I get pass this bug?