#code-discussion
1 messages · Page 23 of 1
can't argue with that
someone helpppp plis
0, because i think that's common sense
Bullshit
plus the heat emanating from fire hurts badly enough
What was “the whole thing”
I’ll make it right now without OOP just to make fun of you
So what, you want to index into a table
but instead of a table it is a cluster of tables?
`local sg = game:GetService("StarterGui")
local gui = sg.ScreenGui
game.Players.PlayerAdded:Connect(function(player)
local leaderstats = Instance.new("Folder")
leaderstats.Parent = player
leaderstats.Name = "leaderstats"
local coins = Instance.new("IntValue")
coins.Value = 1
coins.Name = "Coins"
coins.Parent = leaderstats
sg.ScreenGui.TextButton.MouseButton1Click:Connect(function()
coins.value = coins.Value +1
end)
end)`
some1 help please i want it to give 1 coin every time i click
What about collisions?
nooo
startergui
`local sg = game:GetService("StarterGui")
local gui = sg.ScreenGui
local player = game.Players.LocalPlayer
game.Players.PlayerAdded:Connect(function(player)
local leaderstats = Instance.new("Folder")
leaderstats.Parent = player
leaderstats.Name = "leaderstats"
local coins = Instance.new("IntValue")
coins.Value = 1
coins.Name = "Coins"
coins.Parent = leaderstats
sg.ScreenGui.TextButton.MouseButton1Click:Connect(function()
player.leaderstats.Coins.Value += 1
end)
end)`
it aint working tho
whats the damn problemmmm noobe.OnServerInvoke = function(player)
local lead = player.leaderstats
local coins = lead.coin
local buyed = false
if coin.Value >= 10 then
coin.Value -= 10
buyed = true
return buyed
end
it says you forget to close funcion or something
help chat
u should do coin.Value = coin.Value + 1
u are whatching devbrawl like me LoL
Ye hahahaha
im using dehappys document
its so good
this is the script in the button
`local ScreenGui = script.Parent
local button = script.Parent
local function onClick()-- Change button appearance
button.BackgroundColor3 = Color3.fromRGB(0, 115, 255)
button.Text = "Clicked!"
task.wait(1)-- Reset appearance
button.BackgroundColor3 = Color3.fromRGB(0, 179, 255)
button.Text = "Click Me!"
end
button.MouseButton1Click:Connect(onClick)
game.Players.LocalPlayer.ScreenGui.TextButton.MouseButton1Click:Connect(function ()
game.Players.leaderstats.Coins.Value += 1
end)`
but its still not working bro
yea
how do i add mobiel support i forgor
What was this connected dictionary thing even for
the more I think about this the more I don't like it, seems like a very bad idea
A hierarchy of what?
`local ScreenGui = script.Parent
local button = script.Parent
local function onClick()-- Change button appearance
button.BackgroundColor3 = Color3.fromRGB(0, 115, 255)
button.Text = "Clicked!"
task.wait(1)-- Reset appearance
button.BackgroundColor3 = Color3.fromRGB(0, 179, 255)
button.Text = "Click Me!"
end
button.MouseButton1Click:Connect(onClick)
game.Players.LocalPlayer.ScreenGui.TextButton.MouseButton1Click:Connect(function()
game.Players.LocalPlayer.leaderstats.Coins.Value += 1
end)`
still aint working tho
i don't think a client would ever pay more because someone uses an external editor
No but if you clusterfuck everything hard enough then they'll need someone like you to come fix it
someone else who also uses dumb, fiddly, bloated tools
what?
everyone wins, everyone loses
this sucks ass
what could rojo possibly clusterfuck? It's a convenience thing
i have uesd rojo a few times, the actual benefit is not rojo
its Git
i dont like VSC anyways
has always felt clunky to me
You can use any editor you want
another major issue is autofill
luau lsp does not help with that at all
using an external ide slows you down
i wish there was a way to use git with roblox without rojo
local commands = {
["Teleport"] = {
["MinimumRank"] = 1,
["Code"] = function(...)
-- do stuff
end,
},
["KillEveryone"] = {
["MinimumRank"] = 3,
["Code"] = function(...)
-- do stuff
end,
},
["DeleteTheGame"] = {
["MinimumRank"] = 9,
["Code"] = function(...)
-- do stuff
end
}
}
local function ExecuteCommand(player, rank, commandName, parameters)
local command = commands[commandName]
if not command or not player or not rank then
return
end
if rank < command["MinimumRank"] then
return
end
command["Code"](parameters)
end
You're just weird and dumb
OOP is brainrot
OOP is stupid and makes you think about nearly everything in the wrong way
but its fine because its used industry wide
thats a fair argument
but again
industry standard and is forced by some languages
🤷♂️
You're probably too young to remember how fast programs used to run 25 years ago
it isn't fine
of course they ran faster
I use it bc vscode is also good for Godot projects. Transferable ide.
We have fucking supercomputers now
lower level languages
We all do
yeah but that isnt helped by OS bloatware
All software is bloatware now
and OOP is indeed slower because of the memory mapping
OOP brainrot has erased 30 years of hardware advancement
its forced by one of the biggest languages in the world
I mean there are good resources out there like maid and goodsignal. I recommend those
so im sorry that i can't soothe you but nothings gonna change until somebody with a brain and a high title releases research on the matter
I don't want to sound mean or anything, but your implementation sounds extremely stupid and bloated for no reason
it will happen eventually with the adapatation of new languages
GUYS WHAT SHOULD a beginner script
Uh huh, using OOP?
Lines ~= speed
You're just making shit up now
Length of code isnt really a marker of quality
^
depends
well
quality not really no
its more about what you wrote in those lines that matters
OK so you agree...?
Look I made my function WAY BETTER
local function ExecuteCommand(player, rank, commandName, parameters)
local command = commands[commandName]
if not command or not player or not rank then return end
if rank < command["MinimumRank"] then return end
command["Code"](parameters)
end
in most cases yes
why did you remove the spaces
To reduce the linecount, that was slowing the program down
what did you mean
I mean all you really need is a few tables and admin cmds are done.
this is funny af because roblox isnt a compiled language
doesnt use*
lmao
nesting
you dont need to nest that
he did it much better with the return conditions
so why did you nest that
Gonna kms idc 🔥
ok
local commands = {["Teleport"] = {["MinimumRank"] = 1,["Code"] = function(...) end},["KillEveryone"] = {["MinimumRank"] = 3,["Code"] = function(...)end,},["DeleteTheGame"] = {["MinimumRank"] = 9,["Code"] = function(...)end}}
local function ExecuteCommand(player, rank, commandName, parameters)
local command = commands[commandName]
if not command or not player or not rank then return end
if rank < command["MinimumRank"] then return end
command["Code"](parameters)
end
It is now perfect, at least 12 times faster
thanks guys
wait, hold on
@native orchid I don't get why your trying to demonize OOP though. Good code is good code, no matter the paradigm.
@cedar moon nesting is not great because it enforces low standards for other developers
because they build onto your nested statement
which makes messes
ok
I already said I didn’t mean the literal amount of lines but the actual stuff you did to get the needed result
im not arguing
im stating a fact
why are you angry
you dont have to assert your dominance i respect everyone the same
local cmds = {["t"] = {["m"] = 1,["c"] = function(...) end},["k"] = {["m"] = 3,["c"] = function(...)end,},["d"] = {["m"] = 9,["c"] = function(...)end}}
local function xCmd(p, r, cN, p)
local c = cmds[cN]
if not c or not p or not r then return end
if r < c["m"] then return end
c["c"](p)
end
Okay, now it is perfect
not good enough please make it 1 line

champ out here
local cmds = {["t"] = {["m"] = 1,["c"] = function(...) end},["k"] = {["m"] = 3,["c"] = function(...)end,},["d"] = {["m"] = 9,["c"] = function(...)end}}; local function xCmd(p, r, cN, p); local c = cmds[cN]; if not c or not p or not r then return end; if r < c["m"] then return end; c["c"](p); end;
i mean he has a very valid point
in luau it applies only partially
but in compiled runtimes its a major issue
and should not be enforced
It is stupid and holding us back as a species
reject dumb ass stuff, become based?

the memory mapping gets completely fucked
and the executable becomes slower and slower
these are the kind of issues that were made in games 25-30 years ago
so to repeat them now and call it normal is an issue
but its kind of an enforced standard so
No, I pointed out to the noob that he doesn't HAVE TO use them
Just because all of the dudes in here and ChatGPT said that's the way to do it, he doesn't have to
I hate it when people learn by adopting rituals without understanding anything
ok lol
OOP is basically a religion so there's no arguing against it
if you like it then you like it and you'll spread the cancer to others, nothing I can do about that
You're just acting like a sheep of the other herd
What herd?
Who the fuck else is telling people to turn off their autocomplete and syntax highlighting
Yeah why do I do that?
Why do anything, I should just be comfortable at all times until I die
Are you sure about that?
autocomplete 100% takes away from people who don't know what they are doing
i started out before roblox had autocomplete
way before
and i can write code without the IDE
Go read the docs instead of poking blindly and letting the computer tell you what you can and cannot do
ive had newer developers crying to me about how they cannot use intellisense
and its an issue
Autocomplete was designed for OOP fools to stumble their way to a finished program without thinking about it
There's people who blindly advocate for OOP in all situations, and those who religiously hate on it. Both are uninformed idiots
I learned before intellisense, before roblox even had real docs
It was painful, and it made me strong as fuck and I never forgot anything
Alright centrist midwit, you're so based
How's the view from the middle of the bell curve?
When did I say that
Oh yeah I see, right there I said "i hate modules"
I don't hate modules and I do in fact use them, but I use them on purpose
Most people I see use modules out of habit without thinking about why
"some cool guy on the internet uses modules so that's how I do it"
that's as deeply as most of you guys think about your own actions
It is harmful in my opinion to get in the habit of fracturing your code into a billion little files
Javascript hellscape

I'm not saying never use modules, just don't only use modules
Yeah I guess you're right, I should just let beginners get tricked into wasting time
Bye!
I mean, he had the right idea
just finished lesson 13 of scripting school lua on roblox and heres what i have
i have a long way before i can make my own battlegrounds
Anyone here experienced with programming quests?
I'm writing a quest managing module, and I was wondering what approach you'd take to detect when a stat is increased
My idea was creating a bindable for each stat that has an active quest, and fire that bindable whenever the stat is updated
I'm storing player data in a table, I'm using a modified version of profile service
I just use a stack to store quests
hi
How do you wire up the signals they require
Theres really only 1 signal
Isn't that a tad inefficient
I have 20+ stats, I don't want to fire a signal every time ANY of them updates
There's many facets to consider, like what if I have multiple active quests for the same stat
Bindables sound goated here idk
You can just have a quest update loop to update the quests on your latest stats
oooof
Event based code 🙏
Its really no biggie to read a value and edit some tables a few times brah
Personally i would have a dedicated player stats module which has a .StatChanged event
I already have that signal
Then u can have 1 connection for all quests and update those who use the same stat name
I'd just rather not have it fire the function for every single quest
So some of ur quest stats will be out of sync
Why would that happen
I create a quest -> quest creates a bindable for that stat -> updates every time the specific bindable fires
yea im curious too
Man's writing the bible of quest scripting rn
turn water into quests
chat who can help me with country checker on leaderboard?
LocalizationService is used to get player's country
I'd use some sort of value base to store stats
Free replication
I'm using a modified profile service as I said before, storing a single player data table
With a replication architecture I set up
but why is the event system bad
All that's covered
It's specifically the quests
I want the most efficient path to update quests
Did this man die at the keyboard 😭
why does it not working bruv
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local CountryService = require(ReplicatedStorage.CountryService)
local playerGui = game:GetService("StarterGui")
local country: CountryService.Country = CountryService:GetMyCountry()
--Set the UI
local screenGui: ScreenGui = playerGui:WaitForChild("Country")
local container: Frame = screenGui:WaitForChild("Container")
local countryFlag: ImageLabel = container:WaitForChild("CountryFlag")
local countryInfo: TextLabel = container:WaitForChild("CountryInfo")
countryFlag.Image = country.decal
countryInfo.Text = `Hi! Welcome from {country.name} {country.emoji}`
local Country = {}
Country.__index = Country
--[=[
The code of the country e.g **US**
@prop Code string
@within Country
]=]
Country.Code = ""
--[=[
Contains the name of the country e.g **US = "United States"**
@prop Name string
@within Country
]=]
Country.Name = ""
--[=[
Contains the emoji of the country e.g **US = 🇺🇸**
@prop Emoji string
@within Country
]=]
Country.Emoji = ""
--[=[
Contains the flag of the emoji, it can be used for ImageLabels, Decals and ImageButtons!
@prop Decal string
@within Country
]=]
Country.Decal = ""
--[=[
Creates a new instance of a country
E.g
local Portugal = Country.new()
Portugal.name = "Portugal"
Portugal.emoji = ":flag_pt:"
@return Country
]=]
function Country.new(): Country
local self = setmetatable({}, Country)
self.name = ""
self.emoji = ""
self.decal = ""
return self
end
export type Country = typeof(Country)
return Country
Like lets say i have 2 quests which require some amount of Pollen, the main .StatChanged event handler can change the value of Pollen inside of the the quest dict, for example, consider these quests:
{
Foo = {
Pollen = {Current = 50, Target = 200}
},
Bar = {
Pollen = {Current = 10, Target = 50}
}
}
The main event handler would look like this:
StatChanged:Connect(function(name, value)
for questName, questDict in quests do
if not questDict[name].Target then continue end
questDict[name].Current = value
if questDict[name].Current >= questDict[name].Target then
--Code to handle quest finishing
table.clear(questDict)
quests[questName] = nil
end
end)
This is better than having seperate event handlers for each quest because itll update quest stats in sequence instead of randomly, think of it like a row of cars in 1 nice lane instead of multiple trying to merge into 1 before exiting
The gfx person from 1 month ago
Idk i dont really exactly understand wym either so if u could clarify more yea
i think it was more about using bindables to update stats. we could have a single bindable to update all stats. if u mean updating them together is better instead of having separate handles.
Yea the single bindable is essentially StatChanged here
Just a script signal cuz bindable r slow as fock
Thanks for taking your time with this detailed explanation. However, I still fail to see how my idea is bad in any way. I have two issues with your approach:
- StatChanged would fire any time ANY stat updated. I have over 20 stats, this is inefficient regarding signal firing
- Updating quests in sequence isn't a concern for me. My interest is in updating quests as quickly as possible and as efficiently as possible.
Having said this, let me state my case:
Let's say we have two active quests linked to the same stat, as you described:
{
Foo = {
Pollen = {Current = 50, Target = 200}
},
Bar = {
Pollen = {Current = 10, Target = 50}
}
}
Now let's consider a table of bindables which are created when an active quest exists for a specific stat (in this case Pollen). This would be the table in question:
QuestBindables = {
["Pollen"] = BindableEvent
}
We can now follow this update order:
--1) DATA MANAGER
--Stat is updated in data manager:
if QuestBindables[statName] then
QuestBindables[statName]:Fire()
end
--2) QUEST MANAGER (self is quest)
QuestBindables["Pollen"].Event:Connect(function(amount: number?)
local amount = amount else 1
self.Progress += amount
end)
My idea is creating/deleting these bindables depending on the active quests
So you won't have more than a few bindables at any given time
It's not that bad
wait so you dynamically make the bindables on the go on the server? wouldnt that be just over complicating it ?
just a thought. i'd expect that to be slower than other approaches in the same context - as he said "bindable r slow as fock" which id say they are too.
so ur adding the time of making the bindable and deleting it + using the bindable
Isn't statchanged a bindable too?
I don't think you need to delete the bindable itself, just the connection
There's nothing wrong with your approach unless you've got stats that depend on each other, but since you've said sequence isn't a concern, that does not really matter.
The key here is that I don't see how quests could depend on each other, that doesn't add up to me
I support quests having multiple objectives
That's different
Stats, not quests?
Yeah but consider the case where you have quests tracking multiple stats at a time, if your game is like bss theres gonna be even more specialized stats (for example 100 pollen from white fields), so a ton ton of events are gonna be fired either way; + for loops aint that slow brah
Its a script signal ideally
game slowly dying from 10000 fires of StatChanged per second
I can use Signal then
I see why you'd use yours fair enough
I mean it definitely simplifies and generalises it
Ideally youd limit firing to be below a certain amount per frame
I was wondering what the true most efficient way would be
Probably best way is to make each stat its own dict
Which all quests can use
How would you get an initial value before a stat updates with either of these approaches?
This follows data oriented design
Its own dict?
Wdym exactly
PollenDict[questName].Current instead of QuestDict[questName].Pollen.Current
Idk tho ion really specializein the field of quest optimizations, alot of the methods i mentioned work fine for me :V
Ah
Not every stat needs quests ofc
I'll consider that gg
If you're looking for a development team, a specific developer, or a manager, feel free to send me a direct message. I'm happy to assist
chat
is using runservice bad to animate things in server?
like, things i want everyone to see
if i were to start learning how to script using documentation, where would be the best place to start and where should I move on from there since it has so much
Need a dev or a singular dev? Let me know, and I’ll connect you with the right people!
start with tutorials, move to documentation after imo
That’s cool, not for everyone!
and keep coming back to documentation to understand things better
is there any up to date ones since most of them are for 2023/24
ik being outdated is bad. but most of their way of explaining is still applicable. start with brawldev tutorials. it was where i started in the beginning. and make random projects of ur own. get ahang of the roblox engine
alright will do. thanks for the advice. after brawldevs, should i move onto documentation?
after brawl devs. move to custom projects. make things do what u want them todo. and when u get stuck > goto documentation
alright thanks. hopefully will become a proper scripter in 2027 trust
make that end of this year. i believe in u
nstead of a single function i think ill make 3
hope it fucking solves my issue 😭
or will it..
idfk what to do anymore
cant u pre load the anims and play them on loop
run service is just
better than tween
no?
id guess tweens are more optimized for animations
run service would be better for physics-based animations or continuous updates
If you're looking for a development team, a specific developer, or a manager, feel free to send me a dm. I'm happy to assist
im looking for a boyfriend how about that
wdym physics based
Sorry, no boyfriends here, but I can definitely help if you need a dev team, devs or even just consulting for your game
like a camera follow system or bobbing effect on an item or for dynamically changing animations
no thanks i need a boyfriend to comfort me while i rage over a script
I get it, a good comforter is key. But hey, if you need someone to help with that script, I’ve got you covered!
with the run service youd have to make sure to disconnect after youve stopped using that, i dont really use that complication
local Highlight = Steak:WaitForChild("Highlight")
local AlignPosition = Steak:WaitForChild("AlignPosition")
local ClickDetector = Steak:WaitForChild("ClickDetector")
local Attachment = Steak:WaitForChild("Attachment")
AlignPosition.Attachment0 = Attachment
AlignPosition.Responsiveness = 100
AlignPosition.MaxForce = math.huge
Highlight.Enabled = false
ClickDetector.MouseHoverEnter:Connect(function()
if Highlight.Enabled == false then
Highlight.Enabled = true
else
Highlight.Enabled = false
end
end)
ClickDetector.MouseHoverLeave:Connect(function()
if Highlight.Enabled == true then
Highlight.Enabled = false
else
Highlight.Enabled = true
end
end)
ClickDetector.MouseClick:Connect(function(player)
local character = player.Character
local HumanoidRootPart = character:FindFirstChild("HumanoidRootPart")
local PlayerAttachment= HumanoidRootPart:FindFirstChild("Attachment")
AlignPosition.Attachment1 = PlayerAttachment
end)
can someone help me why the align is delayed ?
you do look like an ai tbh
i do that already
well then check the script perfomance see its low enough and go with it
i know the script looks nasty but its a very quick thing im testing
idk if thats a compliment but thank you.
how do i do that
view > script performance
try changing the Responsiveness to a higher value.
if its a server script. move it to local
ill try
i cant find anything
top toolbar > view > script performance
rename the script to something. observe it in game when u test
wait i did some digeridoo and i cant undo it
how do i get a part's orientation
as a cframe
and not as a vector3
this aint working
local bar = CFrame.fromOrientation(
math.rad(foo .X),
math.rad(foo .Y),
math.rad(foo .Z)
)```
oh wait
try local orentation = part.CFrame - part.Position
hope it works
also u can make a cframe from the vector too CFrame.new([your vector3 here])
also i didnt notice anything different
in performance
server's at 60/s
yes
someone from here told me it was the best solution buh
oh wait nvm
just play the animation on the client and have the server tell it when to do so
i calculate where to shoot in the server
and it depends on the position of the cannon
so yeah nvm lol
wasnt me
ye wasnt u
thats so me
does anyone know why this spawns me at another players pad when testing in multiplayer
local PlayersInGame = {} -- {Player, Player, ...}
local function TeleportPlayerIntoCenter()
local RandomChosenPlayer = PlayersInGame[math.random(1, #PlayersInGame)]
--------------------------------------------------------------------------
for Index, Player in PlayersInGame do
RandomChosenPlayer.Character.HumanoidRootPart.CFrame = game.Workspace.AnswerQuestionTeleport.CFrame
--------------------------------------------------------------------------------------
TypeInBoxVisible:FireClient(RandomChosenPlayer)
while CountDownInGame ~= 0 do
task.wait(1)
CountDownInGame = CountDownInGame - 1
print(CountDownInGame)
end
if CountDownInGame == 0 and Answer ~= 4 then
RandomChosenPlayer.Character.Humanoid.Health = 0
table.insert(PlayersInLobby, RandomChosenPlayer)
PlayersInGame[Index] = nil
else
for Index, Player in PlayersInGame do
warn(Index)
RandomChosenPlayer.Character.HumanoidRootPart.CFrame = game.Workspace.TeleportPoints[Index].CFrame
warn("Expected Pad:", Index)
end
end
end
end```
hey so quick question - I'm making a movement system and need to know what the best solution would be for implementation - obviously it's risky script it on the client side because exploiting exists, but if I try to code it on the server side whilst handling inputs on the client, it becomes frustrating to use due to input delay. Should I lean to one side in particular or is there some kind of middle road I can take?
do it on the client
and you can do speed checks etc
on the server
roblox does movement on the client but dosn't have any checks
can you help me to
^
anyone in here made a weighted rarity system with luck boost?
why are you looping thru players in game
tbh I don't understand the context behind this code, but if you want only one player to move to a specific pad, you could use the reference for the random player without having to loop it. If you need to do a loop for the other players to move them elsewhere I'd make a check - if the player of the current index is equal to the randomly selected player, you continue the loop, but if not, you do whatever it is you need to do.
I'm not sure how effective this would be since I'm a little sleepy and I'm writing it in pseudocode
idk how to make this non explotiable
never rlly made my own petsystme
can somone help me XD
cause i feel like a exploiter can just spam the remote
the best thing you can do to prevent exploits is giving only the required amount of information to the client in my opinion
ye but are explotiers able to span the spawnpetremote
idk what to use
or can they
My memory is a little hazy here, but I think I saw something at one point
where the remotes would change names to a random string of numbers and letters
every time it was fired
So I can use index
@proven jolt if you could help me i would be more than appricatie it
if you want we could hop on a call
to be honest I can't remember how it was done and I know it runs the risk of breaking some things that load a bit later after the remote is fired
yeah but why are you modifying the RandomChosenPlayer inside of the for loops
give the remote tags fr
Bro whay
I'm just teleporting them back to the pad they originally came from
But for some reason it's not going to the correct one
you're looping thru players and teleporting them to each pad
wouldn't exploiters be able to find the tags given to remotes?
you are iterating thru all the players and are teleporting the randomchosen player to the pad at each player's index
you teleport them to every player's pad in the game
and it stops at the last player's pad
meow
How do I fix it
you store their location before they teleport and then tp them back
I've tried that to
try again
dm me
does anyone know where to find a bunch of documentation for the accessory system
the creator hub doesnt seem all that good for it and whenever i search it up its all related to positioning accessories in the actual app
at first i felt like making my own system but i would prefer to use roblox's if it will work for me
is this explotibale
why not just try yourself
not using an executor but simulate the client trying to break in
try to find a way into your own system
idk it spawns the pet there
but dosent come with the row
cause im pretty sure you can't require scripts in an executor
or i should just make so the remotes changes the name every 0.1 second
correct me if im wrong but dont they just run local scripts basically
you can require in local scripts
the petfollowing yes
but when it stores the pets is all server
nah i mean executors
yes
i think
haven't used one in months
they can't do anything with servers i think
was wondering, is it bad if i use task.wait() without any cooldown to make it run instantly?
dym just with no parameter?
no backdoors all scripts are by me
yeah
should be fine
alright good ty
yeah ive heard this used a lot
i just don't want any data leaks on my pet system cause im plaining on a big project
ive never used it myself but i might have to try cause whatever im doing rn really sucks
what you think abt this don't look at ui and allat im not good at it Xd
so is it explotipale proof
idrk what to say i mean it seems to work
wdym by exploit proof?
@hasty mesa
chat in a game full of proximity prompts, how would you handle them?
with the use of PPS
so like people can't spawn pets with executor
how would people do this do ou think
idk the only method i think its the remotefunction
wth
hey, looking for a scripter to help me with updates on published games and development. if u have made ur own complete games and are looking for a long-term commission based job, dm me
does custom proximity prompts cause players to lag roblox studio anyone know?
I thought exploits can spam remotevents
they can
If you’re looking for a reliable dev team or need help finding developers for your project, feel free to DM me! I can connect you with the right people to make your vision a reality.
anyone know what this means
lf friends
im friend
guys help how do i script a text label to display coins in leaderstats. this is my leaderstats code. I can provide anything else you need. Please help :
game.Players.PlayerAdded:Connect(function(player)
local leaderstats= Instance.new("Folder")
leaderstats.Name= ("leaderstats")
leaderstats.Parent= player
local cash= Instance.new("IntValue")
cash.Name= ("Coins")-- Change "Cash" To Whatever Word Or Phrase You Want!
cash.Parent = leaderstats
cash.Value = 500 -- Change To Any Number
end)
atleast remove the comments bro come on
ye
i mean i have a leaderstat that shows me coin and money on it. but i want a separate counter on side of screen that basically disoplays the money on the label. like simulator games
so that brings in some type of data store functionality.
u need to get the coin number from somewhere
from where u are storing it
i have this
it stores everytime
but it doesnt update on counter
counter is the textlabel
I use the profile service library.
the way i get player data is
local profile = PlayerData.Profiles[player]
local cash = profile.Data.Cash
and i use this anywhere i want
so i use this ont the localscript fo r the text label?
this is teh script i use for data storage on roblox leaderboard:
local Players = game:GetService("Players")
local DataStoreService = game:GetService("DataStoreService")
local Saver = DataStoreService:GetDataStore("SaveLeaderstats")
Players.PlayerAdded:Connect(function(player)
local Data = nil
local success, errormessage = pcall(function()
Data = Saver:GetAsync(tostring(player.UserId))
end)
if success then
if Data then
for i, v in pairs(Data) do
player:WaitForChild("leaderstats"):WaitForChild(i).Value = v
end
end
else
error(errormessage)
end
end)
local function Save(player)
local SavedData = {}
for _, v in pairs(player.leaderstats:GetChildren()) do
SavedData[v.Name] = v.Value
end
local success, errormessage = pcall(function()
Saver:SetAsync(tostring(player.UserId), SavedData)
end)
if not success then
error(errormessage)
end
end
Players.PlayerRemoving:Connect(Save)
game:BindToClose(function()
for _, v in pairs(Players:GetPlayers()) do
Save(v)
end
end)
depending on how u are getting ur data and saving it.
yes it will work in a local script.
make sure to only retrieve the data locally.
always change data on the server.
the example is not that simple. u need a full data store and template to make it work.
look at this tutorial for profile service. https://www.youtube.com/watch?v=qX62XC6SUKg
The Profile Service Library makes saving your Player's data an extremely simple process! Profile Service uses Roblox's Data Stores, but handles all the complex work for us.
Check out the Profile Service Documentation here: https://madstudioroblox.github.io/ProfileService/
Subscribe for more Roblox Scripting Tutorials!
Join my Patreon to suppo...
ok
thanks
is there no way where the textlabel just copies the numberr it sees on the leaderboard?
local leaderstats = player:FindFirstChild("leaderstats")
local data= leaderstats:FindFirstChild("data")
local value= data.Value
if its a local script
bruh
??
local player = game.Players.LocalPlayer
local leaderstats = player:FindFirstChild("leaderstats")
local data= leaderstats:FindFirstChild("data")
local value= data.Value
here. try to understand what everything does. dont just copy paste
ok
im having trouble learning CFrames, can someone give me a brief description about this topic
what part are you having trouble with
The entirety ig
No
is there any scripter here that works on scripting animations I need some help with a particular problem
Is there a universal tween script to just change the size of every button so when you hover it gets bigger and click it gets smaller or nah?
Not a universal one just make one yourself
Can someone help me, There’s no errors but it won’t work
My script isn't working. It should change gravity when the player jumps. -
local function toggleGravity(character)
if character and character:FindFirstChild("Humanoid") then
local humanoid = character.Humanoid
local currentGravity = workspace.Gravity
if humanoid:GetState() == Enum.HumanoidStateType.Freefall or humanoid:GetState() == Enum.HumanoidStateType.Seated then
workspace.Gravity = -currentGravity
humanoid.PlatformStand = true
else
workspace.Gravity = currentGravity
humanoid.PlatformStand = false
end
end
end
oy if anyone is bored and wants to join me on a LONG TERM project for a battlegrounds game then.. DM ME
hey smart scripters
i am at a loss
so ive been trying to make a script for a pogo stick that you cant leave(spawns with you as you load the game) and i cant even get the pogo stick to work
i have 0 knowledge like damng
try something easier first
got it 👍
No one gonna be your slave vro
Camera.CameraSubject = thatpart
can you explain a bit more?
The cameras camerasubject property gives the camera an object to focus on, by default it's your humanoid root part. So you gotta change that
Also add a waitfordchild onto that part
Didn't see the error lol
where at in the script do i add the wait for child
Camfolder:WaitForChild("Cam2").CFrame
Also watch some beginner tutorials man use some functions
i will its just the start of the game and i havent added the part that will fire the script
well cutscene
Im trying to fix the whitelisted groups thing
so it also lets the group id that's listed have the gamepass
make a module
local QuantumEngine = game:GetService("QuantumCore")
local PizzaPhysics = require(694201337, "PizzaPhysics2D")
local button = Instance.new("RoundRectButton")
button.Shape = "HyperCircle"
button.QuantumState = "Superposition"
button:SetAttribute("Spin", 1/2)
-- Инициализируем гравитацию
Physics2.0Service:SetGravity(UDim2.new(0, 0, -math.pi, 0))
local unicornParticles = Instance.new("ParticleDreamer")
unicornParticles.MagicType = "RainbowDarkMatter"
unicornParticles:LoadParticleTemplate("UnicornTears")
function CheckCollision(obj1, obj2)
if obj1:IsInFifthDimension() or obj2:IsInFifthDimension() then
return "Schrodinger"
end
return PizzaPhysics.Collide(obj1, obj2, {SauceLevel = "Extra"})
end
if button:IsPossessed() then
button:ApplyQuantumForce(
Vector3.new(math.random(-666, 666), 0, 0),
Enum.SimulationSpace.Underworld
)
end
if button:IsMouseOverParallelUniverse() then
button.Gravity = PizzaPhysics.CalculateCheesePull(
game.Players.LocalPlayer.PizzaInventory.Mozzarella
)
end
end
script.Parent.BigBang:Connect(function()
QuantumEngine:TeleportUIToDimension(button, "Backrooms")
game:GetService("BlackHoleService"):AccretionDiskFade()
end)
local х = 5
local х = 10
DebugService:LogParadox(х + х)
Why dont works plssss help
Stop spamming the channels
um
You haven't seen what the ai comes up with when you write anything non code related as comments
That's some gold mine of pure confusion.
Guys i got a question semeone know how to make ASCII image in PNG ?
Hi!
My team needs a few scripter- we got everything but ppl who script...
If interested, pls dm me.
Can someone please give me a beginner’s youtube playlist that will teach me how to script?
are you paying
Am I missing something? My characters are moved via their primary part using workspace:BulkMoveTo and then they can choose to take over their own movement with the below code however when switching they just freeze in place.
-- forgive the formatting, i pasted directly from the script
local x,y,z = char.PrimaryPart.CFrame.Position.X, char.PrimaryPart.CFrame.Position.Y, char.PrimaryPart.CFrame.Position.Z
local s,e = pcall(function()
character.Humanoid:MoveTo(Vector3.new(x, y, z))
end)
print("moving")
print(s, e)```
Here is the console log:
```yml
-- this is the print from the above code.
17:54:21.481 true nil - Server - Ai:24
17:54:21.481 moving - Server - Ai:23
17:54:21.481 true nil - Server - Ai:24
17:54:21.481 moving - Server - Ai:23
17:54:21.481 true nil - Server - Ai:24
17:54:21.502 moving - Server - Ai:23
the char is the target character. just some context
For now no- but as soon as i get the robux i will pay back
if you got no funds no one will work for you
I am and still cant find anyone. 
don't look on hiddendevs
Just wanting to ask before I try to brute force this like an idiot, functionally in the roblox engine would it be possible to create a script holding a variety of variable functions that can be called in different scripts? I'm working on a fighter and I've boiled down the types of attacks to 5 primary types, so rather than manually coding in the types stats and interactions with block, dodge, etc every time I want to see if I can create the functions so that I only have to code the unique aspects of each attacks rather than everything from scratch.
Just need a yes or no to whether or not it's possible because I don't know much about LUA and I don't wanna bash my head into a wall for nothing.
I posted on ro devs and all i got was "Hey" or people not getting back to me when i asked for portfolio or past work.
What else am i supposed to do?
ModuleScript
I'll take that as a yes, if so, monkey with a typewriter time.
yes, you can use modulescripts for OOP.
can sm1 please just fix the gamepasses in my game, i did everything right but when i try to buy the gamepass it doesnt work (willing to pay 500+ robux for this short job)
bro your mom
Nice feedback!
what do you need mdae
why are the names different
LastLoginFormatted and LastPlayerFormatted
or is that intentional
I was just testing how to format os.time to a readable format
they are all readable
but why would you ever save that
better to just save the number no
Yeah, as i said I was just testing
i see
👍
Battleground game combat system.
w
dm me with tasks + pay attached
-- Unanchor the character's PrimaryPart before using MoveTo
character.PrimaryPart.Anchored = false
character.Humanoid:MoveTo(character.PrimaryPart.Position)
I can probably do it if you tell me more details abt what's happening/not happening
do you get any console errors?
Not sure if anyone answered, but I believe the issue is using Vector3
I believe you need to convert it to CFrame
Tried both
Testing rn hold on
I think that fixed it
Might also be an issue switching from BulkMoveTo and MoveTo
That makes 0 sense
if both are trying to run at same time could cause conflict
No it wouldn’t
did u try my fix
Yes I am trying it now pretty sure it done it
Just testing a couple things
alr
That fixed it
Thanks man
I was thinking it was to do with anchors but manually changing the anchor state didn’t do anything 🤷♂️
I never thought to make a script as it didn’t matter to me at least sinxe it usually shouldn’t
^
Yuck
problem *
I did ask them assistant tbh in studio but it’s so shit
how much would you pay for a plugin with ai like chat gpts
I laugh at those people selling ai generated stuff
well theyll be laughing at you soon buddy ai is one of the fastest growing markets
selling ai generated stuff is crazy tho
Its fast growing because it’s a craze right now
maybe ai software
Doesn’t mean it’s going to take peoples jobs
it wont fully take jobs of the markets but theyll only need enough people to make sure the ai is working correctly
so the volume of people needed will decrease
AI is actually incredibly useful for coding, code is about efficiency and if you can have AI generate basic code for you and troubleshoot your bugs, it can greatly enhance projects, coding time, etc
how much would you pay
You should never rely 100% on it tho, double check everything it does
for a software on roblox studio
yeah obviously
They’re shit points because you wouldn’t need ai if you’re experienced in your line of work.
eh, i probably wouldnt
i can ask chatgpt if i need specific assistance
I have programmed for the last 5 years and never needed to use ai
.fairs
i used ai to fix ur issue
so now you have used ai
moahahahah
You did not me
experienced coders use stack overflow etc, its essentially the same thing
saving time with generic code
Stack overflow is skid central
No one uses stack overflow apart for children
Do you have a coding background?
lmao times are changing someone with less than 3 months experience can script a full game using ai .
I’ve wrote in many languages
Self taught
Ahh
Started when I was around 11, got my first laptop when I was 13
I was coding from a phone
Until then
Figures, when I was completely self-taught I thought it was a shame to use any code assistance
That’s not the point
Then I went to college doing coding, and learned that its not bad
So we’re trying to convince
Its helpful, saves time, etc
you sound like a fuckin bozo lol
From my own experience, it very much does
Womp
Not for me and my line of work
its not debatable .
ai saves time
its a fact
It likely could, you just havent learned how to properly utilize it it sounds like
It is
I don’t need to use it because I have experience
you had a problem for over 2 hours . i solved it in 1 minute using ai
i saved time
do you understand that concept
Because I was going through my code that’s why lol
look bro youre talking to minecrafts best plugin developer right now
yeah looking for your mistake
Imagine writing 100 lines of code to generate a shield for a minecraft player, AI could do that it 10 seconds when it would take you 20 minutes
(random numbers just for example)
put some respect on his name
It has bugs but alright
Sure dude let’s generate some code 🤣
so does yours
Exactly, thats why you don't rely on it 100%
Not a bug was just Roblox not anchoring things correctly
technically its not a bug when it doesnt work in the first place
You get an idea of what you need, then refractor and edit to make it fit
a mistake
re phrase
yeah but you didnt know that till ai told you
I have the idea, I plan it out using a diagram and then I go write the code because I know what to write
what does that say about your 5 years of experience
Doesn’t say anything because it wasn’t a code issue
Was an engine issue
Yeah im not at all saying that's bad, it is good practice and it works, but it does take extra time
if i hadnt told you i used ai would you have known
?
And in real-world jobs, time is money, so you have to try to complete everything with as little time as you can
That’s not how the real world works. Time is money but if you rush it then you will have no money
Not saying to rush it, that's what testing is for
That’s what you was implying tho
But you want to get a working prototype going, test, fix, test again, implement
Code is done in iterations
Idk why you guys care so much about me not liking ai I’m not using it even after this convo
@sacred wagon Hi again! Thought I'd ask you a quick question regarding yesterday's discussion.
Since most of the quests I'll be creating will be based on saved stats (wins, kills, etc.), I was thinking about updating the progress of the quests directly inside my data saving service to skip the need for a RBXScriptSignal. What do you think?
ws yall
In other words, quests would default to be updated inside the data service UNLESS a Signal is specified
Yeah that's fine, just remember that it is a useful tool that can help solve bugs and generate basic code well
It’s not useful
For you sure because you’re newer
Until you get more experience it won’t be
rage bait?
Real
It can be both
I have more experience than thy so therefore it is not useful to me
well you might not have use for a hammer in making code, that doesnt make a hammer objectively not useful
is that u in ur pfp
Yes (no dumbass)
...
oh
also impressive, if you dont mind me asking how old are you now?
hahahah.
curious how many years of experience you have now
nice nice, then I have equal to more experience than you
I guess technically 7 but I don’t count my programming from 11-13
Good for you don’t care gng
what is best AI for roblox scripts would you guys say
None
As long as you provide specific details, ChatGPT works well to give you an outline of what you need
You will have to edit it to make the implementation work likely
yea i've noticed that
No AI is going to be a 100% solution to do all code, but when used properly can help you skip over a bunch of tedious coding and go straight to refractoring and fixing
I've been using it against claude and claude seems to get to the results faster in terms of needing less prompts to get the desired thing but im wondering if there is any that is probably better in any other way
Just make sure you send all relevant code you already use when asking a prompt
Like lets say you want it to make a datastore for your game, its going to need access to all code that has relevant data
Less is not more when it comes to AI, share all your scripts that it should be connecting to
🤔
Claude 3.7 is actually decent
200k one
claude is good its reasoning just isnt the best
o1 still gaps it in that regard
even r1
help on how to fix this i tried multiple times
what is a method of creating a confetti particle when buying a gamepass?
?
I need a goated full stack scripter, does anyone know a guy who knows a guy? Or is possibly just that guy?

So like when you update a stat you directly update all the quest instead of firing an event
Worth a shot
arent all scripters full stacked
what is full stacked
He means "full-stack". The term is commonly used to refer to developers who are experienced in both front-end and back-end development
Each area of development has its own tech stack
local and server right?
Front-end typically refers to UI, but in the context of Roblox, it's okay to say that
Ok thank you for clarifying that
I thought every scripters know how to script in both UI and Server
Well I know who I’m not looking for lmaoooo
does any1 know how i can make a game like get big simulator or be grass or be a fish which has diffrent charectors
The issue is that each is a formal specialization; they each have unique technologies, paradigms, design patterns, architectures, yada yada
Sure, you can script UI, but can you do it properly?
Can you do it efficiently?
ok
@hoary cedar how did you learn to start scripting?
That was 11 years ago, so I can't really say
Oh dang, well i just started scripting do you have any tips for me to improve?
Practice, avoid AlvinBlox and TheDevKing
Ask questions here
who here knows OOP looking for comm work
avoid
Is the pay in %?
can someone explain to me why the dragdetector isnt moving the part wherever the camera is looking via y axis?
dragDetector.DragContinue:Connect(function(player: Player, _, viewFrame: CFrame)
local att = self:getLookAt(player)
if att then
local Y = viewFrame.LookVector.Y
att.CFrame = CFrame.new( Vector3.new(0, (Y * 5), -5) )
end
-- // do magnitude checking to see if item is far from player and drop
local distance = (self.item.Position - player.Character.PrimaryPart.Position).Magnitude
if distance > dragDetector.MaxActivationDistance then
self.alignPosition.Enabled = false
self.alignPosition.Attachment1 = nil
self.item:SetAttribute("CurrentDrag", nil)
end
end)
nvm just read a doc how roblox broken dragcontinue for the scriptable dragstyle xd
yo im making a combat system kit and maybe sell, if i use somebody elses animation that they post on toolbox is that bad can they do something?
if your selling it you should use your own shit
Is there any scripture that work full time but don’t mind being paid based off percentage
yo how do i get into camera scripting
like i see some games with cool camera systems like a sword swinging with the camera
or really good gun recoil systems
how do i do ts
freddy fazbear died in the pizzeria for you. He defeated death, he defeated your sins. He did this for you, and he gave us the freddy fazbear pizza, spread the lore.(This is a joke)
Pizza died on the crust for you. He defeated chicken, he defeated your hunger. He did this for you, and He gave us stuffed crust, spread the sauce. (This is a joke)
yippie i finally made a bug free dash system, baby steps one at a time fr fr 😎😎 i fixed double input bug, animation bug, and turning bug
your cooked if you pay for a course
honestly if u willing to part with the money go for it
is it possible to somehow send a frame in a webhook as an image? im not sure if i can externally upload it to imgur from a script as a viewport or smth
"frame in a webhook"?
does he know what a webhook does
im aware i worded that badly
its hard to explain exactly what im trying to do, but people draw, its made into a frame, and theres a report option to send as a webhook but im not sure how to upload that drawing to the webhook
ts would be 100% easier in minecraft
somebody ask the same on devforum, he gave up btw
i saw that one 💀
thats why i wasnt sure if it was possible
this is also gonna quickly become more complex because you are doing the drawing thing
that's why in every other drawing game they just say report on discord or votekick
ill show what im doing
option to have staff remove it was the next plan
this reminds me of that ai that was just a bunch of dudes answering manually
love to see a harry potter game
all that for one feature isn't really worth it imo
because im assuming its NOT just a drawing game
its not
yeah its a school game
i would just do the report method ngl you have more important things to work on
sending a drawing into a webhook is just not worth the struggle honestly
^ what this guy said
the game is activate with staff so i just made it so they can delete it + send the image to the discord for the user to be banned
wouldnt you just be better off having a reasoning for why a player should be banned and send that to a webhook
wdym how do i track reason
players input a reason on what they player did that was bannable
there could be false reports with that system ngl
and theres no real way to track it without a staff in the game so
having the staff deleting it feels easier
that is true but the way youre going about it is really complex
how
i already made the system lol
ill show hold on
the button is made visible to that client if theyre staff, staff checking is also done on the server when the remote is sent
Hello! im Quacks, i know a bit in scripting/coding, i consider myself as a very unique person.
yes im special uwu
perhaps for 1 robux
oh
does anyone know how accessories work
i just wanna like make some and position them myself on a character for a game but i cant find any docs on this
😭
it seems like its better to use them than make my own system
if someone wants to dispute that i would welcome it too
youtube bro
they have a BAD EXAMPLES
you teach me bro
how do you know if theyre bad
because i watched them bro
i watched more than 1 youtuber that teaching scripting
i didnt learn anything...
@solemn roost i recommend you to just
the examples didnt teach you?
try to teach me the basics
im not trying to be rude but it takes a lot of time to teach someone
what do you want to know tho
they showed a examples that no one is using and not even usefull
its alright try to teach me at least
hmmm scripting
ye i figured
do you know variables?
try to bring examples from any games in ROBLOX
yeah
theyre like variables in math
variables like a BOX
but you can assign more than just numbers
youre at algebra right just checking
local (give it a name) and then write down the locations of data you wanna use
is it the most used one??
most of the time you wanna use local
it has to do with the scope of the variable
but snice you said you know nothing it isnt important right now
if statement i know
about the loops is about like
for and give it a numbers
1, 10 ,1
and write DO
and then enter
and then put a command inside it
i think the problem is youre not thinking conceptually
youre trying to memorize the exact words
but i never made a game before
you should do that
but try to think about what the codes actually doing
this comes with practice
the loops means
how do i say it
do the command over and over again
until it stops at the time you choosed
3
the loop will do it three times in the row
can you try to help me to find a good exampled of these three??
which series did you watch
propretis
yes at the condition you set
propetis with a vriables
who made it
and fuction with a if statement
i watched it from youtube
nah like what channel on youtube
but every video i watch, i understand how do it works
i generally agree
brawldev
*talking abt syntax and methods
computational thinking etc
and concepts
then sure watch vids
i strongly believe the best way to learn is making your own stuff
yh
or reversing open source stuff
but when i try even to do a simple things
it hard
it is hard when youre starting out
its not meant to be easy 💔
you gotta keep trying
and i have some ideas to make but i still coudlnt because i still dont know everything
start small
it isnt relating to be easy or hard, it is relating from the ones who is teaching
well dont treat videos like a teacher you're the one who does the learning
they show you the basics
@solemn roost so do you wanna teach me or not??
and then youre supposed to go from there by reading docs
docs for the basics and vids for specific things?
i think it is useful to have someone explaining their code
idk I actually havent looked for roblox basics vids
@solemn roost it would be usefull if you at least tried to teach me
well it would take a lot of time that i dont have rn
just one thing
not everyone has an unlimited amount of time, he gave you some advice and thats already more than enough
not everything in once..
Hello I would really appreciate if someone could help me with an issue I am having in my game.
So I need my object's physics to always be active—even when it's not moving—so that knockback collisions can happen. But the physics engine shuts off the objects physics when it's still (not moving) . I tried adding continuous force when it stops, but it only works sometimes.
if anyone has experience and can provide support I would really appreciate it
try print debugging
to see why it works sometimes
so I did that and the problem is it keeps going to sleep
gonna be honest i cant think of just one thing rn
say something you need help on
💔 yh no ideas then 🔥
sorry
and its almost like you have to perfectly time it where its awake and hit it for it to work
whats the game
give me good examples of variable and if statements, that would be usefull and great
the purpose is to have continues physics active for example the bumper cars game have u played it?
i havent but i cant imagine ig
local num = 5
if num == 5:
print("Num is 5")
elseif num < 5:
print("Num is below 5")
else:
print("Num is above 5")
bro what?????
if you want to find all the different operators you can look that up on the lua 5.1 docs
or the roblox one
NOT THAT............
i mean what can i used it for
oh
dont show me the cooding
ok, well what are you trying to do
show me the design or the things
just name something
when you hit a still car it gets affected and pushed back
hmmm
are you doing physics both on the server n client
open the door and close it
or just server
@solemn roost
client mainly
make it like a minecraft, how the player open and close the door without having a beautiful realistic animation
can I add u to my experince ?
honestly a weird issue
im not giving code
in your script you set up a variable (lets call it toggle) that is either true or false
sure
that data type is called boolean
@losingmysavings
lets say to trigger the door you use proximity prompts, i wont go into detail on how
when the prompt is triggered, you change the variable to the opposite of whatever it is
@restive flicker have you tried asking sonnet or sm
then you want to run different code depending on what exactly toggle is equal to
thats where you use if statements
hmmm good
whos sonnet?
sorry im new here so i wouldnt know
@solemn roost can i try to change the door position to just open and close?
mb for the phrasing

