prompt.Triggered:Connect(function()
wait(0.1)
if script.Parent.Parent.Click.USEABLE.Value == false then
script.Parent.Parent.Click.USEABLE.Value = true
prompt.ActionText = "Breached"
script.Parent.BreachSound:Play()
wait(1)
prompt.Enabled = false
elseif script.Parent.Parent.Click.USEABLE.Value == true then
prompt.ActionText = "Breached"
prompt.Enabled = false
end
end)
if script.Parent.Parent.Click.USEABLE.Value == false then
prompt.Enabled = true
elseif script.Parent.Parent.Click.USEABLE.Value == true then
prompt.Enabled = false
end
This is a script in which I have made. I am a terrible scripter. The proximity prompt is meant to only be enabled when the Useable Value is == false. Unfortunately, the script works, ONCE. After that, the proximity prompt disables and doesn’t re-enable again when the Useable property is back to false.
2 Likes
The if / else statement only runs once in the game, what you can do is
script.Parent.Parent.Click.Changed:Connect(function(property)
-- do your if / else statement here
end)
1 Like
I’m very poor at scripting so I’m not quite sure I understand. I’ve come up with this, which breaks the whole thing together.
prompt.Triggered:Connect(function()
wait(0.1)
script.Parent.Parent.Click.Changed:Connect(function(property)
if script.Parent.Parent.Click.USEABLE.Value == false then
script.Parent.Parent.Click.USEABLE.Value = true
prompt.ActionText = "Breached"
script.Parent.BreachSound:Play()
wait(1)
prompt.Enabled = false
elseif script.Parent.Parent.Click.USEABLE.Value == true then
prompt.ActionText = "Unlocked"
prompt.Enabled = false
end
end)
end)
wait(0.1)
if script.Parent.Parent.Click.USEABLE.Value == false then
script.Parent.Parent.Click.USEABLE.Value = true
prompt.ActionText = "Breached"
script.Parent.BreachSound:Play()
wait(1)
prompt.Enabled = false
elseif script.Parent.Parent.Click.USEABLE.Value == true then
prompt.ActionText = "Breached"
prompt.Enabled = false
script.Parent.Parent.Click.USEABLE.Value == false
end
end)
Try this?
Read what i’ve sent again, I didn’t say change that part of the code, but add the if and else statement that was benith that inside the script.Parent.Parent.Click.USEABLE.Changed:Connect(function(property) end)