Hey all, I have been making a JoJo game but I recently found a bug in the stand summon, if I rapidly hit Q(Stand Summon KeyCode) it’ll spawn another stand on top of the one that’s already there, when it really should be de-equipping it, any ideas on how I can fix this? – Here’s the code to it by the way
UIS.InputBegan:Connect(function(key, gpe)
if gpe then
return
elseif key.KeyCode == Enum.KeyCode.Q then
if summonDebounce == false and isActive == false and script:GetAttribute("activated") == false then
summonDebounce = true
isActive = true
script:SetAttribute("activated", true)
Summon:FireServer(isActive)
wait(3)
summonDebounce = false
script:SetAttribute("activated", false)
elseif summonDebounce == false and isActive == true and script:GetAttribute("activated") == false then
summonDebounce = true
isActive = false
script:SetAttribute("activated", true)
Summon:FireServer(isActive)
wait(3)
summonDebounce = false
script:SetAttribute("activated", false)
end
---defined varibles are
local UIS = game:GetService("UserInputService")
local summonDebounce = false
local isActive = false