I have this stun system im working with but it seems like its not working
The problem is that the stun is getting created and on the client it says that the walkspeed and jumppower is 0 but i am still able to move.
Also if I change the walkspeed to 0 on the server it immeaditly goes back to 16 when the Stun value is in the character.
This confuses me because the else statement is running while the current if statement that makes the walkspeed 0 is also running?
Any Help?
- Local Script That Handles Stun
local RunService = game:GetService("RunService")
local Player = game.Players.LocalPlayer
local Character = Player.Character
local Humanoid = Character:FindFirstChildWhichIsA("Humanoid")
RunService.RenderStepped:Connect(function()
if Character:FindFirstChild("Stun") or Character:FindFirstChild("eStun") then
Humanoid.WalkSpeed = 0
Humanoid.JumpPower = 0
print(Humanoid.WalkSpeed, Humanoid.JumpPower)
else
Humanoid.WalkSpeed = 16
Humanoid.JumpPower = 50
end
if Character:FindFirstChild("Slowed") or Character:FindFirstChild("eSlowed") then
Humanoid.WalkSpeed = 4
Humanoid.JumpPower = 25
else
Humanoid.WalkSpeed = 16
Humanoid.JumpPower = 50
end
end)
- How I create the Stun ( Module Script )
local Time = TempTime or 1
local RemovedCheck = false
local Stun = Instance.new("BoolValue")
Stun.Name = "Stun"
Stun.Parent = EnemyChar
Stun.AncestryChanged:Connect(function()
if Stun.Parent ~= Stun and RemovedCheck == false and game.Players:GetPlayerFromCharacter(EnemyChar) then
game.Players:GetPlayerFromCharacter(EnemyChar):Kick("Exploiting: No Stun. Contact our team moderation if this was a error if not appeal in our contact server")
end
end)
task.wait(Time)
RemovedCheck = true
Stun:Destroy()
- How I use the module function in a regular script
local CombatReference = require(game.ReplicatedStorage.CombatReference)
local StunEffect = coroutine.create(function() CombatReference:GetStun(script.Parent,10) end)
coroutine.resume(StunEffect)