I MADE a hold to M1 system,
local M1 = UIS.InputBegan:Connect(function(input, gpe)
if not gpe and Can_M1 then
if input.UserInputType == Buttons.MB1 or input.KeyCode == Buttons.Circle then
repeat
task.wait()
local CanHit = CanHit()
if CanHit and Can_M1 then
InA:FireServer(0.5)
Can_M1 = false
local Current_Hit = os.clock()
Ticks.LastHit = Current_Hit
task.delay(1.8, function()
if Ticks.LastHit == Current_Hit then
Combo = 1
print("combo reset")
end
end)
local HitTrack = FXService.Animation(AnimationService[plrdata.CombatData.Weapon].M1Animations[Combo], humanoid)
HitTrack:Play()
HitTrack:GetMarkerReachedSignal("Contact"):Connect(function()
MainCombat:FireServer("M1", Combo)
end)
if Combo ~= #AnimationService[plrdata.CombatData.Weapon].M1Animations then
Combo += 1
task.wait(0.5)
Can_M1 = true
else
Combo = 1
task.wait(1)
Can_M1 = true
end
end
until not UIS:IsMouseButtonPressed(Buttons.MB1) or not UIS:IsKeyDown(Buttons.Circle)
end
end
end)
While MouseButton1, or Circle is held down and conditions are met it SHOULD repeat right. It worked perfectly fine when I was only checking for MB1, but when I added Circle it just bugged.