#Script voting not working (shit code)
1 messages · Page 1 of 1 (latest)
local Part1 = game.Workspace.Part1
local Part2 = game.Workspace.Part2
local StarterGUI = game:GetService("StarterGui")
local TableOfPart1 = {}
local TableOfPart2 = {}
local debounce = false
Part1.Touched:Connect(function(hit)
if debounce == true then return end
if debounce == false then
debounce = true
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
if player then
local name = player.Name
local Check = table.find(TableOfPart2, player.Name)
local Check2 = table.find(TableOfPart1, player.Name)
if Check or Check2 then
print("Player has already voted")
else
print("Player has not voted already")
table.insert(TableOfPart1, player.Name)
debounce = false
return TableOfPart1
end
end
end
end)
Part2.Touched:Connect(function(hit)
if debounce == true then return end
if debounce == false then
debounce = true
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
if player then
local name = player.Name
local Check = table.find(TableOfPart1, player.Name)
local Check2 = table.find(TableOfPart2, player.Name)
if Check or Check2 then
print("Player has already voted.")
else
print("Player has not already voted")
table.insert(TableOfPart2, player.Name)
debounce = false
return TableOfPart2
end
end
end
end)
for i = 20, 1, -1 do
task.wait(1)
print(i .. "seconds left.")
print(TableOfPart1, TableOfPart2)
end
task.wait(1)
TableOfPart1 is used for a part named Part1 in workspace
TableOfPart2 is used for a part named Part2 in workspace
I'm making a voting system
So basically players vote and yeah after countdown ends it does anyhing
does it set debounce back to false in all cases?
like if it touches another part instead of a player, does the debounce get reset?
what's happening there?
Debounce in part1 connection isnt reversed.
wdym
no
I forgot to set debounce back to false