Do you want the thing to work? If so I would do that.
Find some way to implement this into your script. When it checks to see if the debounce is false, and it is false, it will set the debounce to true. It cannot run again with the debounce being true, because the debounce must be false. At the end, the debouce will be set back to false, allowing it to run again.
local debounce = false
if not debounce then
debounce = true
sound:Play()
wait(sound.TimeLength)
sound:Destroy()
debounce = false
end
Im not an expert at this, but it may be because you are creating a new sound every time you click, so it checks if the new cloned sound is playing. (Which it isnât.)
I donât know how to rewrite it, but best of luck mate!
Can you tell me how to fix it please
I have tried that and it would not work and it did not work
Mate nobody will want to reply to help you with this post from the way you have responded to people trying to help you out. If your getting mad and acting disrespectful at people who are devoting their time to reply and help you out, go figure it out yourself.
You have made so many posts in just the past few days that end up just like this.
(Those are six that I found.)
And they all start the same way. You post a big block of code and say âIt wonât work!â without describing the problem enough or telling what youâve already tried.
When people suggest solutions you either reject them immediately or just say âit didnât workâ without showing what went wrong or how you implemented it. When people are confused and ask you to clarify you respond with your original question and seem to become more aggressive. Itâs almost as if you only want working code to just be given to you rather than explaining how to actually solve the problem.
In the future could you please use the guide when you need to solve an issue?
Actually I gave some information on this one