Making a sword combo reset itself after some time

I am currently attempting to make a sword combo system for a game.
The sword combo works as such:

  1. Initial swing (will not repeat)
  2. Swing 1
  3. Swing 2 (clicking after in combo loops back to swing 1)

The player is also unable to move during this timeframe.
While the swing system does work, I want to make the combo reset after some time, as in after some time of not clicking, the sword combo sets itself to 0 without the player having to click.
I am using a tool.activated event for this, so it could be that as the combo only resets to 0 whenever I click to activate the tool.

Is there any way that I can set it up so that the combo can reset outside of the tool.activated event? (preferably without any extra modules)

local combo = 0
local cancelCombo = 1.5

local lastTick = 0

local atkTime = 1

local attackFolder = {
	[1] = "rbxassetid://9720688361",
	[2] = "rbxassetid://9720688801",
	[3] = "rbxassetid://9720689085"
}

local function attack(count)
	if count < 1 then return end
	
	print(count)
	
	local atkAnim = Instance.new("Animation")
	atkAnim.AnimationId = attackFolder[count]
	
	local animTrack = loadAnimation(atkAnim, Enum.AnimationPriority.Action, false)
	atkAnim = animTrack.Length
end

tool.Activated:Connect(function()
	hum.WalkSpeed = 0
	hum.AutoRotate = false
	
	if tick() - lastTick <= cancelCombo then
		combo += 1
		
		if combo >= 4 then
			combo = 2
		end
		
		attack(combo)
	else
		combo = 0
		print("Combo Cancelled")
	end
	
	lastTick = tick()
	
	wait(atkTime)
	
	hum.WalkSpeed = 7
	hum.AutoRotate = false
end)
1 Like

You can use a timer class to reset the combo outside of the activated event, in a heartbeat connection like such:

1 Like

Thanks
I’ve mainly been holding off on using extra modules for some reason but this helps thanks