Hello, when I run the function TouchedEnded, it fires almost as soon as the part has been touched.
– If you could help without giving Player.Magnitude <= 10… ect that would be great!
– Cheers Creative Side-B
Hello, when I run the function TouchedEnded, it fires almost as soon as the part has been touched.
– If you could help without giving Player.Magnitude <= 10… ect that would be great!
– Cheers Creative Side-B
Do you have a debounce in your Touched script? A player will always have multiple Touched events whenever they hit a Part.
Try putting a print(“touched”) inside your function to show how many times it fires whenever your player touches the Part.
Yes, I do have a debounce, it is just, when I run the touchEnded event it fires practically as soon as the touched event has run.
Please post your script so we can see what’s up.
script.Parent.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild("Humanoid") then
if db == false then
if isDisabled.Value == false then
hitted = true
db = true
Func(hit)
end
end
end
end)
local TEDB = false -- a second db
script.Parent.TouchEnded:Connect(function(hit)
if TEDB == false then
TEDB = true
print(hit)
end
-- this prints as soon as the touch event fires
end)
How big is the part that you’re calling .TouchEnded on?
Nvm, my code was perfectly part, thanks for everybodys ‘help’ sorry for wasting your time.
The solution:
– Make a seperate db = for both .Touched and .TouchEnded
A Debounce Patterns | Roblox Creator Documentation needs a timed event, that’s the purpose of a debounce. Otherwise your script is running multiple times every single time the Touched and events fire.
Like I said, try putting the print I suggested in the first function to show you how many times the Touched event is firing.