I’m really confused as there are debounces for diving but they don’t want to work?
Footage:
CODE:
function moveSet:isDiveCooldownDone(player)
if not self._lastDiveTime then return true end
return secondsSince(self._lastDiveTime) >= 1.25
end
function moveSet:dive(player)
if not (self.isDiveActive and self._canDive and not self._isDiving and self._diveCount < self.maxDives and self:isAlive() and self:inAir() and not NO_STANCE_CHANGE[self.humanoid:GetState()]) and self:isDiveCooldownDone(player) then return false end
self._isDiving = true
self._canDive = false
self._diveCount = self._diveCount + 1
self.physBall:setActive(true, Enum.PhysBallType.Dive)
self.physBall.chasis.Velocity = self.hrp.CFrame:vectorToWorldSpace(Vector3.new(0, self.diveJumpPower, -100))
self.currentAnim:Stop()
self.currentAnim = self.diveAnim
self.currentAnim:Play(0.4, nil, 3)
self.particles:airPuff()
script.Dive:Play()
self._lastDiveTime = tick()
return true
end