Quick-Time Event not working well

So I made a remote-event which triggers the quick time event but it seems to be very delayed or I may have done something wrong. Any help?

local TweenService = game:GetService("TweenService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local Player = game:GetService("Players").LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()

local FX_Remotes = ReplicatedStorage:WaitForChild("FX_Remotes")
local DefaultInfo = TweenInfo.new(0.45, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut)
local WarningInfo = TweenInfo.new(0.4, Enum.EasingStyle.Linear, Enum.EasingDirection.InOut)

local SingedRemote = FX_Remotes:WaitForChild("Singed_FX")

local GUI = script.Parent
local Bar1 = GUI:WaitForChild("Bar1")
local Bar2 = GUI:WaitForChild("Bar2")

local WarningImage = GUI:WaitForChild("WarningSymbol")
local TextLabel = GUI:WaitForChild("TextLabel")

local Tween1 = TweenService:Create(Bar1, DefaultInfo, {Position = UDim2.new(0.5, 0, 0, 0)})
local Tween2 = TweenService:Create(Bar2, DefaultInfo, {Position = UDim2.new(0.5, 0, 0.5, 0)})

local WarningTweenIn = TweenService:Create(WarningImage, WarningInfo, {ImageTransparency = 0, ImageColor = Color3.fromRGB(255,0,0)})
local WarningTweenOut = TweenService:Create(WarningImage, WarningInfo, {ImageTransparency = 1, ImageColor = Color3.fromRGB(0,0,0)})

local TextTween = TweenService:Create(TextLabel, DefaultInfo, {TextTransparency = 0})

local Sounds = workspace:WaitForChild("Sounds")
local SoundLibrary = Sounds:WaitForChild("Singed")

SingedRemote.OnClientEvent:Connect(function(RepeatCount)
	Tween1:Play()
	Tween1.Completed:Wait()
	Tween2:Play()
	Tween2.Completed:Wait()
	for i=1, RepeatCount do
		local Sound = SoundLibrary.Ping1:Clone()
		Sound.Parent = workspace:WaitForChild("Effects")
		Sound:Play()
		WarningTweenIn:Play()
		WarningTweenIn.Completed:Wait()
		WarningTweenOut:Play()
		WarningTweenOut.Completed:Wait()
	end
end)

What’s this?

1 Like

RepeatCount acts as like a delay, so it kind of fakes out the player with a random amount before getting them to dodge. Sort of a like a trick to get them to trigger it early and get damaged instead of waiting for the right sound-cue

I think the timing may be the issue, but at the same time im not so sure with the script.