Trying to prevent Gun-Equip Spam

I’ve literally spent hours messing around with debounce all over in my weld script just to have nothing happen.

Now I’ve noticed if anything - I need to add a cooldown to how soon you can equip a tool, is there any way I can implement this?


The guns in my game have been getting spammed to cause lag and I’m just trying to prevent this - any help is appreciated


CURRENT WELD SCRIPT FOR TOOL

local player = game.Players.LocalPlayer
local rCFrame = CFrame.new(-1,0.3,-1.08)*CFrame.Angles(math.rad(-90),math.rad(-5),0)
local lCFrame = CFrame.new(1,0.3,-1.08)*CFrame.Angles(math.rad(-90),math.rad(55),0)
local armModel = nil

function Weld(x,y)
	local W = Instance.new("Weld")
	W.Part0 = x
	W.Part1 = y
	local CJ = CFrame.new(x.Position)
	local C0 = x.CFrame:inverse()*CJ
	local C1 = y.CFrame:inverse()*CJ
	W.C0 = C0
	W.C1 = C1
	W.Parent = x
end

function Get(A)
	if A.className == "Part" then
		Weld(script.Parent.Handle, A)
		A.Anchored = false
	else
		local C = A:GetChildren()
		for i=1, #C do
		Get(C[i])
		end
	end
end

function Finale()
	Get(script.Parent)
	--game.ReplicatedStorage.Events.ToolWelds:FireServer(true, script.Parent)
end

function addFakeArms()
	local fakeArms = {nil,nil}
	if armModel == nil then
		armModel = Instance.new("Model", workspace)
		armModel.Name = "ArmModel"
	end
	if script.Parent.Parent:FindFirstChild("Right Arm") then
		fakeArms[1] = script.Parent.Parent["Right Arm"]:clone()
		fakeArms[1].FormFactor = "Custom"
		fakeArms[1].Name = "Right Arm"
		fakeArms[1].Transparency = 0.5
		fakeArms[1].Size = Vector3.new(0.2,0.2,0.2)
		local rWeld = Instance.new("Weld",fakeArms[1])
		rWeld.Part0 = fakeArms[1]
		rWeld.Part1 = script.Parent.Parent["Right Arm"]
		fakeArms[1].Parent = armModel
		local a = Instance.new("BlockMesh",fakeArms[1])
		a.Scale = Vector3.new(4.8,9.8,4.8)
	end
	if script.Parent.Parent:FindFirstChild("Left Arm") then
		fakeArms[2] = script.Parent.Parent["Left Arm"]:clone()
		fakeArms[2].FormFactor = "Custom"
		fakeArms[2].Name = "Left Arm"
		fakeArms[2].Transparency = 0.5
		fakeArms[2].Size = Vector3.new(0.2,0.2,0.2)
		local rWeld = Instance.new("Weld",fakeArms[2])
		rWeld.Part0 = fakeArms[2]
		rWeld.Part1 = script.Parent.Parent["Left Arm"]
		fakeArms[2].Parent = armModel
		local a = Instance.new("BlockMesh",fakeArms[2])
		a.Scale = Vector3.new(4.8,9.8,4.8)
	end
end

script.Parent.Equipped:connect(function()
	script.Parent.Enabled = false
	wait(5)
	script.Parent.Enabled = true
	Finale()
	game.ReplicatedStorage.Events.ToolWelds:FireServer(script.Parent, true, rCFrame, lCFrame)
	addFakeArms()
end)

script.Parent.Unequipped:connect(function()
	Finale()
	if armModel then
		armModel:Destroy()
		armModel = nil
	end
	game.ReplicatedStorage.Events.ToolWelds:FireServer(script.Parent, false)
end)
script.Parent:WaitForChild("Handle")
Finale()
3 Likes
local debounce = false
    --a function's beginning
    if debounce == true then return end
    debounce = true
    --more coding of yours
    wait()--can be any long
    debounce = false
2 Likes

Where would I even place that at this point is my question however.

You have to do this yes, also, remove the wait when you equip the gun, or else you can spam the living daylights out of it, and it’ll have 500 things on a timer

1 Like

I think you should only add that where your script starts calling other functions.

local debounce = false
    script.Parent.Equipped:connect(function()
if debounce == true then return end
debounce = true
    	script.Parent.Enabled = false
    	wait(5)
    	script.Parent.Enabled = true
    	Finale()
    	game.ReplicatedStorage.Events.ToolWelds:FireServer(script.Parent, true, rCFrame, lCFrame)
    	addFakeArms()
wait(2) --or any other length
debounce = false
    end)
2 Likes

By the way if you were using script.Parent.Enabled as a method to prevent spam, remove it, it’s not gonna work how you’d expect it to.

I tried the exact code you sent


However this is what ended up happening:



It would hold the gun as so - then after 5 seconds the other arm would weld to it.

    script.Parent.Enabled = false
	wait(5)
	script.Parent.Enabled = true

as I said above, try removing these 3 lines of code? I’m not sure what you were trying to achieve with them.

Alright so it still seems to have the same effect.

First time equipped it’s fine & welded to both arms, I pull it out again and it’s equipped as if it has no welds.


What I’m trying to achieve is to prevent spam by possibly making it so the player cannot equip the tool in general after (x) time.

I see that you are trying to weld from a local script.

I suggest doing the following:

  1. Clone the gun’s model in server storage.

  2. Add welds without welding them anywhere (except the gun itself).

  3. Have the client fire a remote event

  4. Have the server clone the gun from server storage, welding it correctly to the player.

Possibly have the server fire a remote to the client, or any other method you think is suitable to inform the client that the gun has been loaded.

Alright, so I’ve done this:

Model = game.ServerStorage['AK'] --Model you want to destroy


for _, Child in pairs(Model:GetChildren()) do
	
	Child:Clone().Parent = script.Parent--Move the children up one parent
	
end

however when I added a wait(2) it never ended up transferring it over

don’t use wait as @ShutzCh said, it’s not good neither, also not efficient, use os.time() to do a debounce.

Oh no, no need to use that for loop, you simply clone the model and parent it to the player’s character, while also touching the welding stuff.

The only weld you need to leave empty is the one needed to weld the player’s arms to the gun, which will be done by the script’s code.

By the way, I suggest using a bool value for the cooldown, so it’s server sided and secured from cheaters as well.

player.CharacterAdded:Connect(function(character)
local cooldownvalue = Instance.new("BoolValue", character)
cooldownvalue.Name = "" --any name you want
end)

In coding, there are many methods users can use to achieve the same outcome. I don’t agree with most of the suggestions the users have provided, so I’m going to suggest my own input that I always use with no hassle.
If you want a proper cooldown to prevent spam, a simple local debounce will do just fine.
You want to make sure outside of any function,
local debounce = false
–next will go your function, in this case its when your equips a weapon or whatever item.
if not debounce then
– an if statement to check if debounce is false then it will run.
–inside the if statement, you need to make sure your debounce is set to true. Then you implement the code that makes your function, ‘do stuff’.
–include a wait(“seconds”) then at the end of the if statement add, debounce = false
this is because the function needs to check if debounce is false in order to run it again. If the debounce is false then the function will run again when the event is triggered.
For reference, you can also use ROBLOX’s practice script for debouncing.

```
--Store whether the button is pressed in a local variable
local buttonPressed = false
script.Parent.Touched:connect(function(hit)
    -- Is it not pressed?
    if not buttonPressed then
        -- Mark it as pressed, so that other handlers don't execute
        buttonPressed = true
        if hit.Parent then
            hum = hit.Parent:FindFirstChild("Humanoid")
            hum.Health = hum.Health - 5
        end
        wait(3)
        -- Mark it as not pressed, so other handlers can execute again
        buttonPressed = false
    end
end)
    indent preformatted text by 4 spaces
```
1 Like

Not going to lie - I’m not the most experienced scripter. I’m trying to find a simple route that I can implement it into all of the guns


Script to make wait time work: [SCRIPT 1]


if script.Parent.AK.Disabled == true then
		print("AK Disabled is true")
		wait (5)
		print("Waited 5 seoonds")
		script.Parent.AK.Disabled = false
		print("AK is now enabled.")

	end

I implemented a script to do this seeing that whenever I added the wait(x) function on this script:


SCRIPT 2:

    Model = game.ServerStorage['AK'] --Model you want to destroy

    for _, Child in pairs(Model:GetChildren()) do
    	
    	Child:Clone().Parent = script.Parent--Move the children up one parent
	
end

It wouldn’t allow the script to run at all.


When attempting

              script.Parent.Equipped:connect(function()

The script wouldn’t work at all either. Essentially Script 1 works - but what I noticed is that it will run the wait time and enable Script 2 without the tool actually being equipped. Instead it will begin to enable it once it is in the player’s backpack.


Is there anyway to edit any of the current scripts I’ve just provided in order to make a wait time work? I’m looking to make the player wait at least [2] seconds before they actually have the weapon fully equipped.

Now, i wouldn’t usually provide code, but you should weld the gun instead of welding it upon it being equipped it will cause obvious problems down the road, weld it with a script in studio, and you should be fine with your weld issue, on the other hand, your debounce is really badly used as it is just a wait(5) make a variable outside of the scope, also, dont disable the tool, it will cause issues i think that it will cause alot of things to happen out of place, when you enable or disable something, your killing the descendants of the tool or anything that you are disabling/enabling, try something like this

local equipping = false -- this should be used outside of the .Equipped signal connection function scope, also define what the type is, so you dont get errors randomly, sometimes

equipping = not equipping  -- this is the same as equipping = true
wait(1) -- this can be however long you want it to be
equipping = not equipping -- this is the same as equipping = false

-- perform your equip code below, should work as expected, also destroy welds after uneqipping or equipping to make sure you dont weld an already welded part BAD things will happen!