Stun System conflicting between Stun and Running/Debounce is odd

So, currently I decided to try my endeavors of my stun system, achieving what I wanted to get, but multiple times it has failed, and at this current version, while I thought I was so close, I wasn’t able loop the stun multiple times/people were able to use the run script to get out of my stun, and it wouldn’t work after that. So, I’d like to know either one of the two things.

How to make a Stun Script, and just completely scrap this current one to try and take suggestions from others.

Or how to fix this issue once and for all.

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ok i’m a bit confused what you want but if you want a stun script that the stunned player cannot get back up then just paste this in a server script

for i = 1, 10, 1 do
	wait(1)
	print("Everyone will be stunned in ".. i)
end

for i, v in pairs(workspace:GetChildren()) do
	local Humanoid = v:FindFirstChild("Humanoid")
	if v:IsA("Model") and Humanoid then
		Humanoid.WalkSpeed = 0
		Humanoid.PlatformStand  = true
	end 
end
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No, I rather a temporary one, from like getting hit by an m1.

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ok you can try this the player will get back up after 2 seconds

for i = 1, 10, 1 do
	wait(1)
	print("Everyone will be stunned in ".. i)
end

for i, v in pairs(workspace:GetChildren()) do
	local Humanoid = v:FindFirstChild("Humanoid")
	if v:IsA("Model") and Humanoid then
		spawn(function()
			Humanoid.WalkSpeed = 0
			Humanoid.PlatformStand  = true
			wait(2)
			Humanoid.WalkSpeed = 16
			Humanoid.PlatformStand  = false
		end)
		
	end 
end
1 Like