everytime i script there is a high chance i go on a long scripting breakdown of ends just erroring and erroring.
this is one of those breakdowns.
this is a local script in starterplayerscripts, anybody have an idea on how the ends should be to make it not error?
--- MK43
local Deagle = require(script.GunModules.Deagle)
local userInputService = game:GetService("UserInputService")
local gunspawners = workspace.GunSpawners:GetChildren()
for i,v in pairs(game.Workspace.GunSpawners:GetChildren()) do
v.Touched:connect(function(hit)
Deagle.EquipGun()
game.Workspace["HasGun?"].Value = 1
game.Workspace.AmmoValue.Value = 11
game.ReplicatedFirst.musicfolder.sfx.gunshoot1.PlaybackSpeed = 1
for i,v in pairs(game.Workspace.GunSpawners:GetChildren()).CanTouch == false do
userInputService.InputBegan:Connect(function(input)
if input.KeyCode == Enum.KeyCode.Q then
game.Workspace.map1["destroy-whenshoot"].CanCollide = false
game.Workspace.map1["destroy-whenshoot"].Transparency = 1
local desert = game.Workspace.Camera:FindFirstChild("Desert_Eagle")
game.Workspace.AmmoValue.Value -= 1
desert.viewmodel.Decal.Transparency = 1
desert.viewmodelSHOOT1.Decal.Transparency = 0
game.ReplicatedFirst.musicfolder.sfx.gunshoot1:Play()
task.wait(0.2)
desert.viewmodelSHOOT1.Decal.Transparency = 1
desert.viewmodelSHOOT2.Decal.Transparency = 0
task.wait(0.1)
desert.viewmodelSHOOT2.Decal.Transparency = 1
desert.viewmodel.Decal.Transparency = 0
Deagle.BulletTrue()
task.wait(0.5)
Deagle.BulletFalse()
end
end)
end
if game.Workspace.weaponREMOVER.Touched:Connect(function()
Deagle.UnequipGun()
game.Workspace["HasGun?"].Value = 0
game.ReplicatedFirst.musicfolder.sfx.gunshoot1.PlaybackSpeed = 0
userInputService.InputBegan:Connect(function(input)
if input.KeyCode == Enum.KeyCode.Q then
print("no gun")
end
end)
end) then
end
end