I’ve been trying to fix this issue for awhile and it seems like no matter what I do it always happens
The effect can be seen at the end of this video
the light stays on even when I am not holding the key
Heres the entire lua file
local mouse = game.Players.LocalPlayer:GetMouse()
local camera = workspace.Cameras
local UIS = game:GetService("UserInputService")
local CAS = game:GetService("ContextActionService")
local on = false
local flash = true
game.ReplicatedStorage.ToClient.OnClientEvent:Connect(function(reason,args)
if reason == "DISABLEFLASH" then
print("WHYYYY")
flash = false
for i = 0,12 do
--workspace["Cam"..i].Part.SurfaceLight.Enabled = false;
workspace["Cam"..i].Part.SurfaceLight.Brightness = 0;
end
game.ReplicatedStorage.ToServer:FireServer("NBAT")
workspace.Map.flash.Light.On:FireServer("TURNOFFplease")
end
end)
function ok(toggle)
print(flash)
if toggle == "ON" and on == false then
on = true
if flash == true and game.ReplicatedStorage.get:InvokeServer("MASK") ~= true then
if camera.Value == 0 then
workspace.Map.flash.Light.On:FireServer("TURNONbutnotlikethat")
game.ReplicatedStorage.ToServer:FireServer("SBAT")
else
game.ReplicatedStorage.ToServer:FireServer("SBAT")
workspace["Cam"..camera.Value].Part.SurfaceLight.Brightness = 4
end
end
elseif toggle == "OFF" and on == true then
workspace.Map.flash.Light.On:FireServer("TURNOFFplease")
game.ReplicatedStorage.ToServer:FireServer("NBAT")
if camera.Value ~= 0 then
workspace["Cam"..camera.Value].Part.SurfaceLight.Brightness = 0
end
on = false
end
end
--[[mouse.KeyDown:Connect(function(key)
if key:byte() == 50 then
if flash == true and game.ReplicatedStorage.get:InvokeServer("MASK") ~= true then
if camera.Value == 0 then
workspace.Map.flash.Light.On:FireServer("TURNONbutnotlikethat")
game.ReplicatedStorage.ToServer:FireServer("SBAT")
else
game.ReplicatedStorage.ToServer:FireServer("SBAT")
workspace["Cam"..camera.Value].Part.SurfaceLight.Brightness = 4
end
end
else
workspace["Cam"..camera.Value].Part.SurfaceLight.Brightness = 0
end
end)
mouse.KeyUp:Connect(function(key)
if key:byte() == 50 then
workspace.Map.flash.Light.On:FireServer("TURNOFFplease")
game.ReplicatedStorage.ToServer:FireServer("NBAT")
if camera.Value ~= 0 then
workspace["Cam"..camera.Value].Part.SurfaceLight.Brightness = 0
end
end
end)]]
local UserInputService = game:GetService("UserInputService")
function f(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.Begin then
ok("ON");
elseif inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel or inputState == Enum.UserInputState.None then
ok("OFF");
end
end
CAS:BindAction("FLASH",f,true,Enum.KeyCode.LeftControl,Enum.KeyCode.Z);
CAS:SetTitle("FLASH","Flash")
-- A sample function providing multiple usage cases for various types of user input
--[[UserInputService.InputBegan:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard and not gameProcessed then
if input.KeyCode == Enum.KeyCode.LeftControl then
ok("ON");
end
end
end)
UserInputService.InputEnded:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard and not gameProcessed then
if input.KeyCode == Enum.KeyCode.LeftControl then
ok("OFF");
end
end
end)]]
--[[game.Players.LocalPlayer:GetMouse().KeyDown:Connect(function(pressed)
if pressed:byte() == 50 then
ok("ON");
end
end)
game.Players.LocalPlayer:GetMouse().KeyUp:Connect(function(pressed)
if pressed:byte() == 50 then
ok("OFF")
end
end)]]