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30 cze 2022 · For short, all I want is a tool cooldown the shows up to the name of the tool. You can put a while loop, get a delay variable that sets it to the delay you want, then it does -1 from the delay variable and then it sets the tool name to the delay variable.
- How To Make A Tool Cooldown?
It works but a better approach would likely be to implement...
- How to make a cooldown?
local debounce = true -- enable it by default. local...
- How To Make A Tool Cooldown?
22 lut 2021 · It works but a better approach would likely be to implement a system which manually equips Tools using functions of the Humanoid like EquipTool. (code goes in Script not LocalScript as direct child of the Tool) local cooldown = false. script.Parent.Equipped:connect(function() if cooldown then.
16 gru 2021 · If you want a cooldown you should use debounce. Debounce checks if the code is ready to run again. Here is some example code: local CooldownTime = 5 -- This is the cooldown time in seconds. local Debounce = false. script.Parent.ClickDetector.MouseClick:Connect(function(Player) if Debounce == false then. Debounce = true.
3 dni temu · I may be of no help but here we go: local tool: Tool = script.Parent. local backpack = tool.Parent. local otheparent -- Whenever equipped this is set. local cooldowntime = 1 -- I assume you want this number. local ison = false. local cooldown = false. local quickcool = false -- so the whole thing doesn't call itself billions of times.
4 lut 2021 · Pretty simple, just looking on if it’s possible to add a cooldown for how quick you can equip a tool. e.g. I have a tool in my backpack and take it out, If I put it away 2 seconds must elapse before I can re-take it out.
In this video, I show how to make a cooldown in Roblox Studio!Script:local tool = script.Parentlocal wall = game.ReplicatedStorage.wallfunction coolDown() wa...
30 paź 2020 · local debounce = true -- enable it by default. local cooldown = 0.5 -- the amount of time to cooldown for. input.InputBegan:Connect(function(key, typing) -- define the second parameter for UserInputService.InputBegan (which is in-case the player is talking in chat)