Help fixing BAD spaghetti code?

Don’t be scared by the long script, basically, this is a script for a soccer game with a “fake shot” that will allow you to hold a shot animation, and if you press any key while holding the fake shot key, then it will end the fake shot animation and do that stuff for the key you just pressed, think of it as a sort of “combo”, the problem is, I don’t have any good ideas to fix this bad spaghetti code from the old game.

function release()
    if TM.getWindUp() and TM.GetUsing() then
        TM.setWindUp(false)
        Winding = false
        canKey = false
        Kick = true
        Player.Character.Humanoid.WalkSpeed = 20

        if Leg == "R" then
            if LKey == "r" then
                Tween.TweenWeld("Right Leg", CFRAME_HERE_RL_1, CFRAME_HERE_RLR_2, Direction, Enum.EasingStyle.Circular, 0.12)
            elseif LKey == "t" then
                Tween.TweenWeld("Right Leg", CFRAME_HERE_RL_1, CFRAME_HERE_RLT_2, Direction, Enum.EasingStyle.Circular, 0.12)
            elseif LKey == "q" then
				Tween.TweenWeld("Right Leg", CFRAME_HERE_RL_1, CFRAME_HERE_RLY_2, Direction, Enum.EasingStyle.Circular, 0.12)
            elseif LKey == "y" then
				Tween.TweenWeld("Right Leg", CFRAME_HERE_RL_1, CFRAME_HERE_RLY_2, Direction, Enum.EasingStyle.Circular, 0.12)
            elseif LKey == "e" then
				Tween.TweenWeld("Right Leg", CFRAME_HERE_RL_1, CFRAME_HERE_RLE_2, Direction, Enum.EasingStyle.Circular, 0.12)
            elseif LKey == "z" then
				Tween.TweenWeld("Right Leg", CFRAME_HERE_RL_1, CFRAME_HERE_RLZ_2, Direction, Enum.EasingStyle.Circular, 0.12)
            elseif LKey == "x" then
				Tween.TweenWeld("Right Leg", CFRAME_HERE_RL_1, CFRAME_HERE_RLX_2, Direction, Enum.EasingStyle.Circular, 0.12)
            else
				Tween.TweenWeld("Right Leg", CFRAME_HERE_RL_1, CFRAME_HERE_RL_2, Direction, Enum.EasingStyle.Circular, 0.12)
            end

			Tween.TweenWeld("Right Arm", CFRAME_HERE_RA_1, CFRAME_HERE_RA_2, Direction, Enum.EasingStyle.Circular, 0.12)
			Tween.TweenWeld("Left Arm", CFRAME_HERE_LA_1, CFRAME_HERE_LA_2, Direction, Enum.EasingStyle.Circular, 0.12)
        else
            if LKey == "r" then
                Tween.TweenWeld("Left Leg", CFRAME_HERE_LL_1, CFRAME_HERE_LLR_2, Direction, Enum.EasingStyle.Circular, 0.12)
            elseif LKey == "t" then
                Tween.TweenWeld("Left Leg", CFRAME_HERE_LL_1, CFRAME_HERE_LLT_2, Direction, Enum.EasingStyle.Circular, 0.12)
            elseif LKey == "q" then
                Tween.TweenWeld("Left Leg", CFRAME_HERE_LL_1, CFRAME_HERE_LLY_2, Direction, Enum.EasingStyle.Circular, 0.12)
            elseif LKey == "y" then
                Tween.TweenWeld("Left Leg", CFRAME_HERE_LL_1, CFRAME_HERE_LLY_2, Direction, Enum.EasingStyle.Circular, 0.12)
            elseif LKey == "e" then
                Tween.TweenWeld("Left Leg", CFRAME_HERE_LL_1, CFRAME_HERE_LLE_2, Direction, Enum.EasingStyle.Circular, 0.12)
            elseif LKey == "z" then
                Tween.TweenWeld("Left Leg", CFRAME_HERE_LL_1, CFRAME_HERE_LLZ_2, Direction, Enum.EasingStyle.Circular, 0.12)
            elseif LKey == "x" then
                Tween.TweenWeld("Left Leg", CFRAME_HERE_LL_1, CFRAME_HERE_LLX_2, Direction, Enum.EasingStyle.Circular, 0.12)
            else
                Tween.TweenWeld("Left Leg", CFRAME_HERE_LL_1, CFRAME_HERE_LL_2, Direction, Enum.EasingStyle.Circular, 0.12)
            end

            Tween.TweenWeld("Right Arm", CFRAME_HERE_RA_2, CFRAME_HERE_RA_1, Direction, Enum.EasingStyle.Circular, 0.12)
            Tween.TweenWeld("Left Arm", CFRAME_HERE_LA_2, CFRAME_HERE_LA_1, Direction, Enum.EasingStyle.Circular, 0.12)
        end

        wait(0.3)
        Player.Character.Humanoid.WalkSpeed = 20

        if Leg == "R" then
            if LKey == "r" then
                Tween.TweenWeld("Right Leg", CFRAME_HERE_RLR_2, CFrame.new(0.5,-2,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.1)
            elseif LKey == "t" then
                Tween.TweenWeld("Right Leg", CFRAME_HERE_RLT_2, CFrame.new(0.5,-2,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.1)
            elseif LKey == "q" then
                Tween.TweenWeld("Right Leg", CFRAME_HERE_RLY_2, CFrame.new(0.5,-2,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.1)
            elseif LKey == "y" then
                Tween.TweenWeld("Right Leg", CFRAME_HERE_RLY_2, CFrame.new(0.5,-2,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.1)
            elseif LKey == "e" then
                Tween.TweenWeld("Right Leg", CFRAME_HERE_RLE_2, CFrame.new(0.5,-2,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.1)
            elseif LKey == "z" then
                Tween.TweenWeld("Right Leg", CFRAME_HERE_RLZ_2, CFrame.new(0.5,-2,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.1)
            elseif LKey == "x" then
                Tween.TweenWeld("Right Leg", CFRAME_HERE_RLX_2, CFrame.new(0.5,-2,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.1)
            else
                Tween.TweenWeld("Right Leg", CFRAME_HERE_RL_2, CFrame.new(0.5,-2,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.1)
            end

            Tween.TweenWeld("Right Arm", CFRAME_HERE_RA_2, CFrame.new(1.5,0,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.1)
            Tween.TweenWeld("Left Arm", CFRAME_HERE_LA_2, CFrame.new(-1.5,0,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.1)
        else
            if LKey == "r" then
                Tween.TweenWeld("Left Leg", CFRAME_HERE_LLR_2, CFrame.new(-0.5,-2,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.1)
            elseif LKey == "t" then
                Tween.TweenWeld("Left Leg", CFRAME_HERE_LLT_2, CFrame.new(-0.5,-2,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.1)
            elseif LKey == "q" then
                Tween.TweenWeld("Left Leg", CFRAME_HERE_LLY_2, CFrame.new(-0.5,-2,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.1)
            elseif LKey == "y" then
                Tween.TweenWeld("Left Leg", CFRAME_HERE_LLY_2, CFrame.new(-0.5,-2,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.1)
            elseif LKey == "e" then
                Tween.TweenWeld("Left Leg", CFRAME_HERE_LLE_2, CFrame.new(-0.5,-2,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.1)
            elseif LKey == "z" then
                Tween.TweenWeld("Left Leg", CFRAME_HERE_LLZ_2, CFrame.new(-0.5,-2,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.1)
            elseif LKey == "x" then
                Tween.TweenWeld("Left Leg", CFRAME_HERE_LLX_2, CFrame.new(-0.5,-2,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.1)
            else
                Tween.TweenWeld("Left Leg", CFRAME_HERE_LL_2, CFrame.new(-0.5,-2,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.1)
            end

            Tween.TweenWeld("Right Arm", CFRAME_HERE_RA_1, CFrame.new(1.5,0,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.1)
            Tween.TweenWeld("Left Arm", CFRAME_HERE_LA_1, CFrame.new(-1.5,0,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.1)
        end

        Kick = false
        LKey = "f"
        TM.SetUsing(false)
        TM.setWindUp(false)
        canRelease = false
        TM.ResetWelds()
    end
end



Player.Character["Right Leg"].Touched:connect(function(hit)
    if hit.Name == "Legs" and hit.Parent ~= Player.Character then  if not Kick then return end
        Kick = false
    end
    if TM.check() == "L" then return end
    if hit.Name ~= "TPS" then return end
    if Kick == false then return end

    local force
    local angle
    local stop = false

    if LKey == "r" then
        force = ((Player.Character["Torso"].CFrame * CFrame.fromEulerAnglesXYZ(0,1,0)).lookVector * 22.5) + (Player.Character["Torso"].CFrame.upVector * 7.5)
        angle = Vector3.new(1e+005, 1e+005, 1e+005)
    elseif LKey == "t" then
        force = ((Player.Character["Torso"].CFrame * CFrame.fromEulerAnglesXYZ(0,-1,0)).lookVector * 22.5) + (Player.Character["Torso"].CFrame.upVector * 7.5)
        angle = Vector3.new(1e+005, 1e+005, 1e+005)
    elseif LKey == "q" then
        force = (Player.Character["Torso"].CFrame.lookVector * 19.5) + (Player.Character["Torso"].CFrame.upVector * 9.5)
        angle = Vector3.new(1e+005, 1e+005, 1e+005)
    elseif LKey == "y" then
        force = (Player.Character["Torso"].CFrame.lookVector * (Player.Character.Humanoid.WalkSpeed + 0.5)) + (Player.Character["Torso"].CFrame.upVector * 30)
        angle = Vector3.new(0, 1e+005, 0)

    elseif LKey == "e" then
        force = ((Player.Character["Torso"].CFrame * CFrame.fromEulerAnglesXYZ(0,0.1,0)).lookVector * -22.5) + (Player.Character["Torso"].CFrame.upVector * -10)
        angle = Vector3.new(1e+005, 1e+005, 1e+005)
    elseif LKey == "z" then
        force = (Player.Character["Torso"].CFrame.rightVector * 24)
        force = force * Vector3.new(1, 0, 1)
        force = force + Vector3.new(0, -10, 0)

        if Player.Character["Torso"].Position.Y - hit.Position.Y < 1 then
            angle = Vector3.new(5e+005, 1e+005, 5e+005)
        else
            angle = Vector3.new(2e+004, 1e+005, 2e+004)
        end
    elseif LKey == "x" then
        force = (Player.Character["Torso"].CFrame.rightVector * -24)
        force = force * Vector3.new(1, 0, 1)
        force = force + Vector3.new(0, -10, 0)

        if Player.Character["Torso"].Position.Y - hit.Position.Y < 1 then
            angle = Vector3.new(5e+005, 1e+005, 5e+005)
        else
            angle = Vector3.new(2e+004, 1e+005, 2e+004)
        end
    else
        force = Player.Character["Torso"].CFrame.lookVector * 0
        angle = Vector3.new(1e+005, 1e+005, 1e+005)
        stop = true
    end

    Kick = false
    TM.ApplyForce(hit, "Right Leg", false)

    local React = Instance.new("BodyVelocity")
    React.Velocity = force
    React.MaxForce = angle
    React.Parent = hit
    game.Debris:AddItem(React, 0.3)

    Player.Character.Head.CollisionGroupId = 2
    if stop == true then
        hit.AssemblyAngularVelocity = Vector3.new(0, 0, 0)
        hit.AssemblyLinearVelocity = Vector3.new(0, 0, 0)
    end

    wait(0.3)

    Player.Character.Head.CollisionGroupId = 0
end)

Player.Character["Left Leg"].Touched:connect(function(hit)
    if hit.Name == "Legs" and hit.Parent ~= Player.Character then  if not Kick then return end
        Kick = false
    end
    if TM.check() == "R" then return end
    if hit.Name ~= "TPS" then return end
    if Kick == false then return end

    local force
    local angle
    local stop = false

    if LKey == "r" then
        force = ((Player.Character["Torso"].CFrame * CFrame.fromEulerAnglesXYZ(0,1,0)).lookVector * 22.5) + (Player.Character["Torso"].CFrame.upVector * 7.5)
        angle = Vector3.new(1e+005, 1e+005, 1e+005)
    elseif LKey == "t" then
        force = ((Player.Character["Torso"].CFrame * CFrame.fromEulerAnglesXYZ(0,-1,0)).lookVector * 22.5) + (Player.Character["Torso"].CFrame.upVector * 7.5)
        angle = Vector3.new(1e+005, 1e+005, 1e+005)
    elseif LKey == "q" then
        force = (Player.Character["Torso"].CFrame.lookVector * 19.5) + (Player.Character["Torso"].CFrame.upVector * 10.5)
        angle = Vector3.new(1e+005, 1e+005, 1e+005)
    elseif LKey == "y" then
        force = (Player.Character["Torso"].CFrame.lookVector * (Player.Character.Humanoid.WalkSpeed + 0.5)) + (Player.Character["Torso"].CFrame.upVector * 30)
        angle = Vector3.new(0, 1e+005, 0)
    elseif LKey == "e" then
        force = ((Player.Character["Torso"].CFrame * CFrame.fromEulerAnglesXYZ(0,0.1,0)).lookVector * -22.5) + (Player.Character["Torso"].CFrame.upVector * -10)
        angle = Vector3.new(1e+005, 1e+005, 1e+005)
    elseif LKey == "z" then
        force = (Player.Character["Torso"].CFrame.rightVector * 24)
        force = force * Vector3.new(1, 0, 1)
        force = force + Vector3.new(0, -10, 0)

        if Player.Character["Torso"].Position.Y - hit.Position.Y < 1 then
            angle = Vector3.new(5e+005, 1e+005, 5e+005)
        else
            angle = Vector3.new(2e+004, 1e+005, 2e+004)
        end
    elseif LKey == "x" then
        force = (Player.Character["Torso"].CFrame.rightVector * -24)
        force = force * Vector3.new(1, 0, 1)
        force = force + Vector3.new(0, -10, 0)

        if Player.Character["Torso"].Position.Y - hit.Position.Y < 1 then
            angle = Vector3.new(5e+005, 1e+005, 5e+005)
        else
            angle = Vector3.new(2e+004, 1e+005, 2e+004)
        end
    else
        force = Player.Character["Torso"].CFrame.lookVector * 0
        angle = Vector3.new(1e+005, 1e+005, 1e+005)
        stop = true
    end

Maybe a for loop like using a table like this would work??!?!

local keyStuff = {
    ["E"] = {Force = vector3.new(blah), Animation = Cframe.new(blah)}
}
1 Like

Something like this?

local RightLegList = {
	["r"] = CFRAME_HERE_RLR_2,
	["t"] = CFRAME_HERE_RLT_2,
	["q"] = CFRAME_HERE_RLY_2,
	["y"] = CFRAME_HERE_RLY_2,
	["e"] = CFRAME_HERE_RLE_2,
	["z"] = CFRAME_HERE_RLZ_2,
	["x"] = CFRAME_HERE_RLX_2,
}
local LeftLegList = {
	["r"] = CFRAME_HERE_LLR_2,
	["t"] = CFRAME_HERE_LLT_2,
	["q"] = CFRAME_HERE_LLY_2,
	["y"] = CFRAME_HERE_LLY_2,
	["e"] = CFRAME_HERE_LLE_2,
	["z"] = CFRAME_HERE_LLZ_2,
	["x"] = CFRAME_HERE_LLX_2,
}

function release()
	if TM.getWindUp() and TM.GetUsing() then
		TM.setWindUp(false)
		Winding = false
		canKey = false
		Kick = true
		Player.Character.Humanoid.WalkSpeed = 20

		if Leg == "R" then
			local cf = (RightLegList[LKey] or CFRAME_HERE_RL_2)
			Tween.TweenWeld("Right Leg", CFRAME_HERE_RL_1, cf, Direction, Enum.EasingStyle.Circular, 0.12)
			Tween.TweenWeld("Right Arm", CFRAME_HERE_RA_1, CFRAME_HERE_RA_2, Direction, Enum.EasingStyle.Circular, 0.12)
			Tween.TweenWeld("Left Arm", CFRAME_HERE_LA_1, CFRAME_HERE_LA_2, Direction, Enum.EasingStyle.Circular, 0.12)
		else
			local cf = (LeftLegList[LKey] or CFRAME_HERE_LL_2)
			Tween.TweenWeld("Left Leg", CFRAME_HERE_LL_1, cf, Direction, Enum.EasingStyle.Circular, 0.12)
			Tween.TweenWeld("Right Arm", CFRAME_HERE_RA_2, CFRAME_HERE_RA_1, Direction, Enum.EasingStyle.Circular, 0.12)
			Tween.TweenWeld("Left Arm", CFRAME_HERE_LA_2, CFRAME_HERE_LA_1, Direction, Enum.EasingStyle.Circular, 0.12)
		end

		wait(0.3)
		Player.Character.Humanoid.WalkSpeed = 20

		if Leg == "R" then
			local cf = (RightLegList[LKey] or CFRAME_HERE_RL_2)
			Tween.TweenWeld("Right Leg", cf, CFrame.new(0.5,-2,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.1)
			
			Tween.TweenWeld("Right Arm", CFRAME_HERE_RA_2, CFrame.new(1.5,0,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.1)
			Tween.TweenWeld("Left Arm", CFRAME_HERE_LA_2, CFrame.new(-1.5,0,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.1)
		else
			local cf = (LeftLegList[LKey] or CFRAME_HERE_LL_2)
			Tween.TweenWeld("Left Leg", cf, CFrame.new(-0.5,-2,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.1)

			Tween.TweenWeld("Right Arm", CFRAME_HERE_RA_1, CFrame.new(1.5,0,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.1)
			Tween.TweenWeld("Left Arm", CFRAME_HERE_LA_1, CFrame.new(-1.5,0,0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.1)
		end

		Kick = false
		LKey = "f"
		TM.SetUsing(false)
		TM.setWindUp(false)
		canRelease = false
		TM.ResetWelds()
	end
end



Player.Character["Right Leg"].Touched:connect(function(hit)
	if hit.Name == "Legs" and hit.Parent ~= Player.Character then
		if not Kick then return end
		Kick = false
	end
	if TM.check() == "L" or hit.Name ~= "TPS" or not Kick then return end

	local force
	local angle
	local stop = false
	
	local cf = Player.Character["Torso"].CFrame
	if LKey == "r" then
		force = ((cf * CFrame.fromEulerAnglesXYZ(0,1,0)).lookVector * 22.5) + (cf.upVector * 7.5)
		angle = Vector3.one*1e+005
	elseif LKey == "t" then
		force = ((cf * CFrame.fromEulerAnglesXYZ(0,-1,0)).lookVector * 22.5) + (cf.upVector * 7.5)
		angle = Vector3.one*1e+005
	elseif LKey == "q" then
		force = (cf.lookVector * 19.5) + (cf.upVector * 9.5)
		angle = Vector3.one*1e+005
	elseif LKey == "y" then
		force = (cf.lookVector * (Player.Character.Humanoid.WalkSpeed + 0.5)) + (cf.upVector * 30)
		angle = Vector3.yAxis*1e+005

	elseif LKey == "e" then
		force = ((cf * CFrame.fromEulerAnglesXYZ(0,0.1,0)).lookVector * -22.5) + (cf.upVector * -10)
		angle = Vector3.one*1e+005
	elseif LKey == "z" then
		force = (cf.rightVector * 24)
		force = force * Vector3.new(1, 0, 1)
		force -= 10*Vector3.yAxis

		if Player.Character["Torso"].Position.Y - hit.Position.Y < 1 then
			angle = Vector3.new(5e+005, 1e+005, 5e+005)
		else
			angle = Vector3.new(2e+004, 1e+005, 2e+004)
		end
	elseif LKey == "x" then
		force = (cf.rightVector * -24)
		force = force * Vector3.new(1, 0, 1)
		force -= 10*Vector3.yAxis

		if Player.Character["Torso"].Position.Y - hit.Position.Y < 1 then
			angle = Vector3.new(5e+005, 1e+005, 5e+005)
		else
			angle = Vector3.new(2e+004, 1e+005, 2e+004)
		end
	else
		force = cf.lookVector * 0
		angle = Vector3.one*1e+005
		stop = true
	end

	Kick = false
	TM.ApplyForce(hit, "Right Leg", false)

	local React = Instance.new("BodyVelocity")
	React.Velocity = force
	React.MaxForce = angle
	React.Parent = hit
	game.Debris:AddItem(React, 0.3)

	Player.Character.Head.CollisionGroupId = 2
	if stop == true then
		hit.AssemblyAngularVelocity = Vector3.zero
		hit.AssemblyLinearVelocity = Vector3.zero
	end

	wait(0.3)

	Player.Character.Head.CollisionGroupId = 0
end)

Player.Character["Left Leg"].Touched:connect(function(hit)
	if hit.Name == "Legs" and hit.Parent ~= Player.Character then
		if not Kick then return end
		Kick = false
	end
	if TM.check() == "R" or hit.Name ~= "TPS" or not Kick then return end

	local force, angle
	local stop = false

	local cf = Player.Character["Torso"].CFrame
	if LKey == "r" then
		force = ((cf * CFrame.fromEulerAnglesXYZ(0,1,0)).lookVector * 22.5) + (cf.upVector * 7.5)
		angle = Vector3.one*1e+005
	elseif LKey == "t" then
		force = ((cf * CFrame.fromEulerAnglesXYZ(0,-1,0)).lookVector * 22.5) + (cf.upVector * 7.5)
		angle = Vector3.one*1e+005
	elseif LKey == "q" then
		force = (cf.lookVector * 19.5) + (cf.upVector * 10.5)
		angle = Vector3.one*1e+005
	elseif LKey == "y" then
		force = (cf.lookVector * (Player.Character.Humanoid.WalkSpeed + 0.5)) + (cf.upVector * 30)
		angle = Vector3.yAxis*1e+005
	elseif LKey == "e" then
		force = ((cf * CFrame.fromEulerAnglesXYZ(0,0.1,0)).lookVector * -22.5) + (cf.upVector * -10)
		angle = Vector3.one*1e+005
	elseif LKey == "z" then
		force = (cf.rightVector * 24)
		force = force * Vector3.new(1, 0, 1)
		force -= 10*Vector3.yAxis

		if Player.Character["Torso"].Position.Y - hit.Position.Y < 1 then
			angle = Vector3.new(5e+005, 1e+005, 5e+005)
		else
			angle = Vector3.new(2e+004, 1e+005, 2e+004)
		end
	elseif LKey == "x" then
		force = (cf.rightVector * -24)
		force = force * Vector3.new(1, 0, 1)
		force -= 10*Vector3.yAxis

		if Player.Character["Torso"].Position.Y - hit.Position.Y < 1 then
			angle = Vector3.new(5e+005, 1e+005, 5e+005)
		else
			angle = Vector3.new(2e+004, 1e+005, 2e+004)
		end
	else
		force = cf.lookVector * 0
		angle = Vector3.one*1e+005
		stop = true
	end
end)

idk if everything is correct

1 Like

Yeah, this is what I was thinking of doing, except with a loop maybe, thanks

1 Like

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