Quote:
Originally Posted by cbk1994
If you're getting loop limit errors, you're doing something wrong. Post your code?
I don't know what the problem is or if timeouts are necessary in this case, but there's no reason to have such an extreme aversion to timeouts as long as you're not doing too much in them—sometimes you just can't avoid them.
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It's not really that I need help with it. I'm pretty sure I know what I did wrong, and could start it on keydowns instead. Was just hoping for a more effecient way outside of timeout checks to player.swimming.
Quote:
Originally Posted by DustyPorViva
Can you not just alter player.defaultwalkspeed while swimming and switch it back when they're not in water?
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I tried it didn't work.