Effects won't play even after reloaded

The gun works just about as needed, the only problem is that after you’ve fired all 6 rounds. and reloaded, the value shows 6, then you fire and it goes instantly to 0 and the effects do not play after.

I’ve tried at this for hours, and i’m resorting to the dev forum for help.

--server side script
local Value
local debouce = false

local Value = script.Parent.Value

local UIS = game:GetService("UserInputService")

script.Parent.Activated:Connect(function()
	if Value.Value > 0 then
		if debouce == false then	Value.Value = Value.Value - 1
			debouce = true
		
			print(Value.Value)
script.Parent.Part.FIRE:play()
			for _, v in script.Parent.Part:GetDescendants() do
				if v:IsA("ParticleEmitter") then
					v:Emit(5)
				end
			end

			debouce = false
			
end
	end
end)
--Client Side script
local players = game.Players.LocalPlayer
local anim1 = script.Parent.Animation
local anim2 = script.Parent.FireAnimation
local animR = script.Parent.PistolReloadAnim

local anim = script.Parent.Rest

local camera = game.Workspace.CurrentCamera

local Value = script.Parent.Value

local Value2 = Value.Value

local Event = script.Parent.RemoteEvent

Value.Value = 6

local track
local trackR
local track2
local trackA

local UIS = game:GetService("UserInputService")

local CanFire = false

script.Parent.Equipped:Connect(function()

	track = players.Character.Humanoid:LoadAnimation(anim1)
	track:Play()
end)


local debouce = false



local Temp = false

UIS.InputBegan:Connect(function(key)
	if players.Character:FindFirstChild("Revolver") then
		if key.KeyCode == Enum.KeyCode.E then

			if Temp == false then
				Temp = true
				print("K")
			
				trackA = players.Character.Humanoid.Animator:LoadAnimation(anim)
				trackA:Play()
			elseif Temp == true then
				Temp = false
			
				trackA:Stop()
			end
		end
	end
end)

UIS.InputBegan:Connect(function(key)
	if players.Character:FindFirstChild("Revolver") then
		if key.KeyCode == Enum.KeyCode.R then
			 trackR = players.Character.Humanoid:LoadAnimation(animR)
			trackR:Play()
			script.Parent.Part.RELOADSOUND:Play()
			wait(1)
	print("Reloaded")
			Value.Value = 6
			
		end
			end
		end)


script.Parent.Activated:Connect(function()
	if Value.Value > 0 then
	if debouce == false then
		debouce = true
			Event:FireServer()
		
		
		
		Value.Value = Value.Value - 1
		
		track2 = players.Character.Humanoid:LoadAnimation(anim2)
		track2:Play()

		
		
		
		camera.CFrame = camera.CFrame * CFrame.Angles(.005,math.rad(.5),0)
		wait(.01)
		camera.CFrame = camera.CFrame * CFrame.Angles(.0015,math.rad(.8),0)
		wait(.01)
		camera.CFrame = camera.CFrame * CFrame.Angles(.002,math.rad(.5),0)
		wait(.01)
		camera.CFrame = camera.CFrame * CFrame.Angles(-.0015,math.rad(0),0)
		wait(.01)
		camera.CFrame = camera.CFrame * CFrame.Angles(-.005,math.rad(0),0)
		wait(.01)
		camera.CFrame = camera.CFrame * CFrame.Angles(-.002,math.rad(0),0)
		
wait(.12)
		

 
		
	
		debouce = false
		
		
			if Value.Value < 0 then
				print("Out of Amno Too")
				Value.Value = 0
				if Value.Value == 0 then
					print("Out OF Amno")
				end
			end
			end
	end
end)

script.Parent.Unequipped:Connect(function()
	track:Stop()
	trackA:Stop()
	track2:Stop()
end)

Nevermind, I solved it on my own by using a remote event.

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