idk ive been looking at this for a while and im so confused on why it DOESNT work, the localscript changes everything cause i can attack right after summon, but the server just doesn’t print anything
my brain hurts too much
if not Processed then
if Input.KeyCode == Enum.KeyCode.Q then
if not SummonCooldown and not Cooldown then --> If we aren't on summon cooldown, And we aren't attacking.
if not Summoned then --> If we haven't already summoned the stand, then do so.
Summoned = true
else --> Or if we have, Get rid of it.
Summoned = false
SummonCooldown = true --> Make sure we have a cooldown for summoning.
SummonCooldown = false --> Now we can summon again.
elseif Input.KeyCode == Enum.KeyCode.E then
if Summoned then --> If our stand is summoned
if not BarrageCooldown and not Cooldown then --> If our barrage isnt on cd, Nor are we busy attacking.
if not BarrageHeld then --> If we aren't already barraging
BarrageHeld = true
Cooldown = true
if BarrageHeld then --> If after X seconds, We're still barraging we stop.
BarrageHeld = false
local Character = Player.Character
if State then
are there any errors on the console?
Nope, Nothing and everything besides the script works
Try adding a print statement after this line to know if the server is receiving the info.
It is not receiving the info… That’s weird…
Script is in character, LocalScript is in Backpack
Try putting the script into server script servcie.
I can’t it’s in the character cause everyone will have a diffrent script that handles their class
It worked perfectly fine till i started working somewhere with the cooldowns
can I see where u assign the variables?
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local Player = game.Players.LocalPlayer
repeat wait() until Player.Character
local Character = Player.Character
local Events = Character.StandHandler:WaitForChild("Events")
--> Common Abilities
local Summon = Events:FindFirstChild("Summon")
local Barrage = Events:FindFirstChild("Barrage")
local HeavyPunch = Events:FindFirstChild("Heavy Punch")
local Summon = Events:FindFirstChild("Star Finger")
--> Special Abilities
local Timestop = Events:FindFirstChild("Timestop")
local Beatdown = Events:FindFirstChild("Beatdown")
local Summoned = false
local Cooldown = false
--> Moveset Cooldown
local SummonCooldown = false
local BarrageCooldown = false
local HeavyCooldown = false
local FingerCooldown = false
local TimestopCooldown = false
local BeatdownCooldown = false
--> Moveset Data
local BarrageHeld = false
Below script is the InputBegan.
Here, you are setting the cooldown to true and you are not setting it to false again.
My bad! Apparently i didn’t show you the inputended part of my localscript.
--> Mainly for detecting barrage let-go.
if Input.KeyCode == Enum.KeyCode.E then
if BarrageHeld then --> If we are barraging
BarrageHeld = false --> Stop barraging
Cooldown = false --> Now we can use another attack again.
BarrageCooldown = true --> Put our barrage on a cooldown
BarrageCooldown = false --> We can now use our barrage again.
--> Other moveset
do u mind sending me a place file with just these scripts and remotes?
Sure, This should have the bug
Ok so I tested it out and I am pretty sure it is due to you creating remote events for every player. I tried manually firing the remote event and it worked.
Huh? But then why’d it work before?
Not sure, but I recommend using a single remote event to handle the summoning of the stands.
Thanks, I’ll try it and if it works i’ll checkmark you.
Well… I know what the issue is now!
Oh wow I didn’t even see that lol