#code-discussion

1 messages ¡ Page 26 of 1

spark vapor
#

don't think about components yet

wide sparrow
#

and if it is an AI ship then it does replicate to everyone else

spark vapor
#

it's best to figure out networking before you worry about that

wide sparrow
#

i was thinking of using isAI component as a flag or smth

#

if its triggered, then replicate the ship, otherwise leave it be because A client is already controlling and replicating it

spark vapor
#

If you really want to use ECS here, though I think OOP with composition would be the simpler solution for small projects, then you should create an entity that can be controlled by either an added player control or AI control component

wide sparrow
#

alr

#

a simpler question though how would i handle weapons

#

like in a system i dont understand how that would work

spark vapor
#

well, what can your game's weapons do?

wide sparrow
#

because it seems like that would bring in a layer of OOP which i thought ecs was supposed to avoid

#

so each ship would have:

hardpoints

  • 1
  • 2
    -3
#

hardpoint has a weapon connected to it, weapons can be literally anything (60+ different types)

#

how do you run all that in a system

spark vapor
#

hm

#

I'm assuming you won't just have a single ability for each weapon with or without a cooldown?

wide sparrow
#

wdym

spark vapor
#

I'm just trying to get a sense of how complex a system you'd need

#

is each weapon simple enough that a little bit of inheritance would help, or would it be too restrictive?

wide sparrow
#

right now i just loop through, when player clicks, tell server to create a railgun projectile at position and then use my projectile system to handle the rest

#

each weapon really only does one thing though

#

fires SOME sort of projectile (varies obv)

#

thats where i start seeing OOP in ECS and thats where the problem starts

#

if a gun is an entity, then railgun or coilgun are two "descendants"

#

in that case would i need to redeclare everything

#

as "RailgunProjectile" "CoilgunProjectile"

spark vapor
#

just so you know I need to leave in like 10 minutes

wide sparrow
#

ye ye dw

spark vapor
#

it sounds like your projectiles have unique enough behavior that you should consider using OOP for them as well

#

also, I find OOP is fine in a ton of situations so long as you never inherit more than once or twice at most

#

these are the main chapters you should focus on if you choose to

stone yarrow
#

why tf is it self hitting 99x

#

literally way too much

wide sparrow
#

will do

spark vapor
#

command not so much as the others, it just helps you build a layer of decoupling between your components

wide sparrow
#

how do you do oop in lua though

#

am i gonna have to use metatables

spark vapor
#

probably

#

you only need to know __index

brave island
#

codehs java inheritance boutta make me crash out bro

#

ts is not coding its paperwork at this point

#

😭

#

ISTG IVE WRITTEN THE SAME CODE WITH DIFFERENT VARIABLE NAMES LIKE 7 TIMES AT THIS POINT

wide sparrow
#

since it wasn’t meant for it

#

like i read a ton about losing data when. sending over the network

#

table reatachment and all

native orchid
#

I’m going to write my own language called Computerized Object Oriented Machine Translator

#

COOMTRAN for short

viral fjord
slow eagle
#

wats wrong w me chatgpt scrip local fadeFrame = script.Parent
local starterGui = game:GetService("StarterGui")
local uiElements = {} -- Table to store UI elements

-- Function to hide all UI elements except FadeFrame
local function hideUI()
for _, gui in pairs(fadeFrame.Parent:GetChildren()) do
if gui:IsA("Frame") and gui ~= fadeFrame then
gui.Visible = false
table.insert(uiElements, gui) -- Store hidden UI elements
end
end
end

-- Function to show all UI elements
local function showUI()
for _, gui in pairs(uiElements) do
gui.Visible = true
end
uiElements = {} -- Clear the table
end

-- Hide UI when FadeFrame becomes visible
fadeFrame:GetPropertyChangedSignal("Visible"):Connect(function()
if fadeFrame.Visible then
hideUI()
end
end)

-- Show UI when player clicks FadeFrame
fadeFrame.MouseButton1Click:Connect(function()
fadeFrame.Visible = false
showUI()
end)

native orchid
slow eagle
native orchid
#

I don’t care

slow eagle
#

then go fuck yourself an shuve it up yo ass ;-;

native orchid
#

Learn how to script or learn to accept the garbage your AI outputs

still frigate
#

I have a system where you can control a ball inside it and it uses Allign orientation and Angular velocity to move the ball. I also made it that you can jump too by pressing space for this I used Vector Force however you cant roll forward while in the air with the jump until you fall back on the ground is there a way to fix this?

native orchid
still frigate
native orchid
#

Impossible to say without seeing your code

sacred wagon
#

Id argue metatables r actually best if u want objects

slow eagle
#

local fadeFrame = script.Parent
local starterGui = game:GetService("StarterGui")
local uiElements = {} -- Table to store UI elements

-- Function to hide all UI elements except FadeFrame
local function hideUI()
for _, gui in pairs(fadeFrame.Parent:GetChildren()) do
if gui:IsA("Frame") and gui ~= fadeFrame then
gui.Visible = false
table.insert(uiElements, gui) -- Store hidden UI elements
end
end
end

-- Function to show all UI elements
local function showUI()
for _, gui in pairs(uiElements) do
gui.Visible = true
end
uiElements = {} -- Clear the table
end

-- Hide UI when FadeFrame becomes visible
fadeFrame:GetPropertyChangedSignal("Visible"):Connect(function()
if fadeFrame.Visible then
hideUI()
end
end)

-- Show UI when player clicks FadeFrame
fadeFrame.MouseButton1Click:Connect(function()
fadeFrame.Visible = false
showUI()
end)

sacred wagon
#

Since when u recieve the object u can simply setmetatable the metatable back to the table

native orchid
#

This is truly bizarre code

#

did you use chatGPT or something

still frigate
#

nah this is just like cut up the actual scripts are way longer i just sent the parts that move the ball

#

im trying to use chat gpt tho to fix the problem ts is useless

native orchid
#

Why not just apply an impulse to the ball when the user jumps

still frigate
#

Because its a two player obby and if i did that theyre be no coordination or anything since the scripts moving for them

#

One player controls the ball one player controls the jump

copper apex
native orchid
vale trench
#

guys can someone make me a script to every second jump more? pls

native orchid
still frigate
vale trench
#

were do i put it

native orchid
vale trench
#

where

native orchid
# vale trench where
local player = game.Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")

while true do
    humanoid.JumpPower *= 2
end

Put this in a local script inside StarterPlayerScripts

chilly scroll
#

juo

unique mango
#

nobody in #code-help is giving a shit about my problem

--

#

Ok! so! I have a bunch of playable characters in a game.. they all use the same animatione except for 1.
2 Of the characters only play the animation for the person playing as the character, noone else can see them.
There are no anomalys between the 2 compared to the others, the animation WAS uploaded correctly as it works for every other instance of its existence in MANY more characters that DO have working visible animations.
and the script itself is literally just roblox's local "Animate" found in the player with the needed ids.
It works but only for some rigs, I can't figure out what's wrong with mine.

Help would be GREATLY appreciated ^^

#

(please)

chilly scroll
#

uh

unique mango
#

I'm at the LARGEST roadblock

chilly scroll
#

OK WAIT

#

It sounds like you're dealing with a tricky issue! Based on what you've described, here are some potential causes and solutions to explore:

  1. LocalScript vs. ServerScript:

    • If the animations are being handled by a LocalScript, they will only be visible to the player running the script. To make animations visible to all players, you need to use a ServerScript to replicate the animations across all clients.
  2. Animator Placement:

    • Ensure that the Animator object is a descendant of the Humanoid or AnimationController within the character model. If it's not, the animations won't replicate properly to other players.
  3. Animation Priority:

    • Check the priority of your animations. If the priority is set too low, other animations might override it. You can adjust this in the Animation Editor by setting the priority to "Action" or higher.
  4. Animation IDs:

    • Double-check that the animation IDs are correctly assigned in the script. Even a small typo can cause issues.
  5. Rig Compatibility:

    • Ensure that the rigs for the problematic characters are compatible with the animations. Differences in bone structure or naming conventions can cause animations to fail.
  6. Publishing and Permissions:

    • Verify that the animations are published correctly and that the permissions allow them to be used by other players. Sometimes, animations set to "private" won't work for others.
  7. Debugging in Studio:

    • Use the Play Test feature in Roblox to debug the issue. Check the output window for any errors related to the animations or scripts.
#

@unique mango

unique mango
# chilly scroll It sounds like you're dealing with a tricky issue! Based on what you've describe...

1 - Doesn't matter because 90% of the characters WORK with that script
2 - I believe so as there are no changable properties within the Animator script and it's there and should be functioning
3 - no sorry same issue as 1 why would it just stop working lol No other animations even have the ability to override it, because NO ANIMATIONS are playing at all.
4 - nope
5- if it works locally it's already compatible
6 - iam the owner and I uploaded them to the group, no coding or script-help errors should have occured
7 - nothing in the slightest because roblox hates me.

#

see the shithole im in now?

chilly scroll
#

I hear your frustration, and I can see that you've been thorough in diagnosing this—sometimes these platform quirks can feel maddening! Let’s get a bit more creative to pinpoint the issue since the usual culprits seem to be ruled out:

  1. Rig Inconsistencies: Even though it works locally, it's worth checking if there are any subtle differences in the rig hierarchy or naming conventions. Sometimes a joint or part might be out of place, which can lead to inconsistent behavior when syncing across players.

  2. Animation Weighting or Constraints: If there are constraints or weighting applied to certain parts of the rig, it might affect how the animation plays or renders for others. Double-check if anything like this is accidentally active.

  3. Replication Glitch: If this is truly a Roblox-side issue, it could be a replication glitch tied to these specific rigs. You could try duplicating one of the rigs that works correctly and substituting it into the scenario with the problem rig to see if it replicates properly. This might help narrow it down.

  4. Cache or Asset Delivery Issues: Rarely, a bug in Roblox’s asset delivery system can cause animations to not load properly for other players. Try re-uploading the animation with a slightly altered name or ID to ensure it’s treated as a fresh asset by the system.

  5. Testing with Controlled Variables: Create a simplified test game where only the problematic characters are loaded with the same animation and script. This eliminates the possibility of interference from other assets or scripts in your main game.

  6. Reach Out to Roblox Support: If you’ve exhausted all debugging steps and believe it to be a Roblox issue, reporting this directly to Roblox’s support or developer forums might yield insights. Other developers may have encountered and resolved similar issues.

Let me know if you want to dig deeper into any of these ideas—or if we need to approach this from a totally different angle! 😊

#

SO

#

hope that helped at least

unique mango
# chilly scroll I hear your frustration, and I can see that you've been thorough in diagnosing t...

1 - no since they are all taken from the same source there should be no issues with that general connection
2 - that makes no sense weight can't affect local affection, if it works it works without issue. if it doesn't others can't. Otherwise my problem would be different
3 - I'm using roblox's own rigs and accesorys so that would make no sense either, if it works with others I really don't see a reason how it's not somehow my problem
4 - its the same idea that works for other hosts, still kinda bullshit ;-;
5- yep and nothing. Animations remained unfunctional unsurprisingly due to the animation overload not even being an issue in the first place
6- they didn't respond to my account deletion appeal for my 2012 roblox account, what makes you think they'll give a shit about my tiny fucking ass game that is making them jackshit and is NOT their problem in the actual slightest.

chilly scroll
#

Alright, I feel your pain here—this sounds like one of those maddening, inexplicable bugs that make you want to throw your keyboard out the window. Let’s try to dig deeper into the abyss of Roblox quirks:

  1. Animation IDs: Even though you’ve ruled out script issues, have you double-checked that the animation IDs are correctly assigned in the problematic rigs? Sometimes a tiny mismatch can cause chaos.

  2. Humanoid State: If the rigs are using Humanoids, ensure they’re not stuck in a state that prevents animations from playing (e.g., PlatformStanding or Seated). You could try forcing the state to Running or Idle before playing the animation.

  3. Animation Priority Conflicts: I know you said no other animations are playing, but could there be a hidden script or plugin interfering? Sometimes, rogue scripts can override animations without being obvious.

  4. Re-upload the Animation: I know it’s a pain, but re-uploading the animation with a new ID might force Roblox to treat it as a fresh asset. It’s a long shot, but it’s worked for others in similar situations.

  5. Rig Debugging: Even though the rigs are from Roblox, try swapping out the problematic ones with a working rig and see if the issue persists. If it does, it might be tied to something obscure in the rig’s setup.

  6. Console Logs: Have you checked the Developer Console (F9 in Studio) for any errors or warnings when the animation fails to play? Sometimes Roblox spits out cryptic but useful hints.

unique mango
#

...

#

you're literally using ai.

chilly scroll
#

im full of bullshit?

unique mango
#

idk how I just realized ur using ai

chilly scroll
unique mango
#

or you have a SCRIPT to give to people with this issue or something?

#

I mean I wont put it past ya.

#

good god

chilly scroll
#

let me think

unique mango
chilly scroll
#

remove one and change the animation

unique mango
#

.......................

#

THEY ARE THE SAMEEEEEEEEEEEEEEEEEE

chilly scroll
#

uh

#

change the parent and child

#

or am dumb

unique mango
#

you're actually bullshitting me

#

😭

chilly scroll
#

💀

unique mango
#

what gave you the idea that using ai would be good idea

chilly scroll
#

to make it quick as possible

unique mango
#

@tardy ivy are you allowed to use ai to give people coding help lmao

chilly scroll
#

to be honest i don't even know

unique mango
#

1 OF THEM

#

I DONT KNOW HOW

#

BUT I FIXED ONE OF THEM

#

1 LEFT

chilly scroll
#

haha

#

you ;learned

unique mango
#

learned what

chilly scroll
#

a little coding

unique mango
#

????????

chilly scroll
#

how did you fix it?

unique mango
#

I've been coding since 2018, I never ask for help here. I only did today because I TRIED EVERYTHING

unique mango
#

I've lost TRACK

chilly scroll
#

focus on the last one alright

#

so uh

spark vapor
#

no, lua wasn't explicitly meant for that

#

lua wasn't explicitly meant for anything besides really basic scripting, not entire game systems (like roblox has done)

#

...but at the same time it's a language that was designed to be extremely flexible

#

when you're sending data over the network, it's rarely a good idea to ever pass an object into a remote event anyways

#

but once you understand that data is encoded and decoded to and from JSON it becomes a little clearer what's actually happening

#

certain data types simply don't get encoded + instance references can turn up nil if objects you're sending to/from the client/server don't exist on both sides

mystic grotto
# spark vapor OOP is totally fine

indeed, but it's not bad to use different paradigms. For example, its good to use ECS for core game logic, OOP for UI elements and functional for the rest

late summit
#

yo ngl i need help

spark vapor
#

yeah shlawg I use everything

#

I'm largely self taught and just do whatever I feel is best

late summit
#

how do i change the characters avatar via a script without naming all the models startercharacter?

mystic grotto
spark vapor
spark vapor
#

@late summitthe simpler answer is to test your game, copy your character, then stop the game and paste it into the workspace

late summit
spark vapor
#

that way you can see how accessories and clothing are set up

mystic grotto
#

so you can't fully serialise an oop object

late summit
#

like custom as in there aint the classic roblox avtar

spark vapor
mystic grotto
#

you can only serialise its data which is easy to do; you have to then unserialise and then set metatable on it before using the methods or just call functions that take it in as an parameter

spark vapor
#

I've never had unique functions stored inside tables that I've needed to send over before

#

reconstructing the object with the same properties on the other side is enough for me, and if that approach doesn't work I just think of something else which may or may not fully fit existing paradigms

mystic grotto
spark vapor
#

I've had this exact issue

#

even if you UV map your models to fit roblox's shirt and pants textures, guess what? There isn't a single instance with an image ID you can change at run time to match clothing IDs besides decals

late summit
#

oh what, how about just overwriting the entire avatar, replacing the avatar with a model

#

not changing any clothes but the entire body

spark vapor
#

I haven't found or discovered the rules for how humanoids apply clothing in the model, so any attempts I've made at replacing humanoid parts with my own have failed

late summit
#

dang i see, well thanks for your help either way!

somber vault
#

Guys I have a question .. LIke how do i make a keybind changable by the user how he wants
if it is mb2 and user needs r for it how can i

#

Guys I have a question .. LIke how do i make a keybind changable by the user how he wants
if it is mb2 and user needs r for it how can i

true linden
#

Hey, professional programmers, when you start a complex project, do you usually have an idea of what to write right away or do you need some time to think about it too? And a question about the structure of different scripts. Is there a certain format and you know how and where to write this or that script or do you also think how to arrange everything conveniently in the project?

native orchid
#

Got fullscreen* support up and also pageup/pagedown working

true linden
native orchid
#

Dogshit Apple II-esque script editor plugin

#

a video of it in action

tardy ivy
somber vault
#

yo Duo

true linden
native orchid
true linden
#

Is there any one structure of scripts? Or does everyone just put them wherever they want? I just saw that many people have everything nicely sorted into folders in different sections.

wide apex
#

i made overname

somber vault
#

i need someone who can make a global leaderboard rn

#

or else im cooked

#

pls dm me rn 🙏

delicate silo
#

need someone to look over a aimview script for my game

#

would appriecate it

hollow turtle
#

best way to code a phone system?

#

should it just be 1 script that handles everything or different scripts for each app, etc.

cerulean pier
somber vault
somber raft
#

How to make my cart rigit and stable as if it was anchored

#

Help

eager dagger
eager dagger
somber vault
#

guys how do ppl type like this

#

using this? `

eager dagger
#

do this: `

somber vault
#

i did

eager dagger
#

3 times to do this:

print("hello")
somber vault
#

aha

eager dagger
#

and after the third do: Lua

somber vault
#

Lua print("hello")

#

not working

eager dagger
#

drop a line 😭

somber vault
#

aha

mental hawk
#
sigma ```
somber vault
#
print("hello")
#

thanks

mental hawk
native orchid
somber vault
native orchid
#

My cool editor

somber vault
native orchid
#

I didn’t think so

rancid jacinth
somber vault
mystic grotto
#

rbxts is great and all but there's something so offputting about vec1.add(vec2) rather than operator overloading with vec1 + vec2

native orchid
#

Is typescript great?

mystic grotto
#

yeah i'd say so but i'm pretty new to using it for roblox dev

graceful breach
#

why using the Motor6D, when i edit the C0 proprety in server script, it changes to another value different than what I set ?
i dont understand ?
i set CFrame.new(0, 0, 1.5) * CFrame.Angles(math.rad(0), math.rad(90), 90)
only for orientation, it changes the values, i got this :
0.002, 90.003, 116.623

native orchid
#

For the Y coordinate that can be explained likely by the imprecise nature of floating point numbers

#

For the Z coordinate, CFrame.Angles expects radians, and you fed it degrees

graceful breach
#

aah yh ur right

native orchid
#

print(math.deg(90) % 180) --> 116.620...

#

If you were using my editor plugin you almost certainly wouldn't have made this mistake

graceful breach
#

however, for another one :
i set : CFrame.new(0, 0, 1) * CFrame.Angles(math.rad(90), math.rad(-90), math.rad(0)
but i got:
0, -90, -90

native orchid
#

This is slightly more confusing and has to do with the order you're applying rotations in

#

Try this instead;

#
CFrame.new(0, 0, 1)
  * CFrame.Angles(0, math.rad(-90), 0)
  * CFrame.Angles(math.rad(90), 0, 0)
  * CFrame.Angles(0, 0, 0)
graceful breach
#

but for example: y * 0 wil give 0, not ?

native orchid
#

Yes

#

You typically want to apply rotations in order of Yaw, Pitch, Roll, or Y, X, Z

graceful breach
#

what ? it worked !

native orchid
#

Yeah of course it did, I'm based

graceful breach
#

your genius !

graceful breach
#

it will help me

native orchid
#

If you want an intuitive explanation of why this worked, hold your hand out flat in front of you

#

If you pitch your hand down at the wrist first, and then yaw it

#

that isn't the same result as yawing it first and then pitching it

graceful breach
#

thats crazy

native orchid
native orchid
graceful breach
graceful breach
night maple
#

Why does this open sourced local client lighting modifier not work when I'm playing the game through roblox but works when I test it on studio?

ebon thicket
#

you shall not pass

hot wraith
lusty barn
#

what would be the normal way to damage enemies if i make a magical ability?

#

like the only visible thing would be a particle effect, so how would i damage a player

#

an invisible part?

lusty barn
lean ocean
#

it seems like its entirely clientsided

hot wraith
#

I did it on the customer's side, I just wanted to make something beautiful.

neon plover
#

ik its hella basic but just checking, is collection service the best way to handle multiple kill bricks?

hot wraith
lean ocean
#

all good

patent basin
#

can anyone help with my script???

native orchid
mighty escarp
gritty grove
mighty escarp
#

It waits because I wanted to make it drop to the ground like remove anchor but forgot and left it like that :))

#

So it should unlock > drop > dissapear

#

It think that would make a cool effect

gritty grove
#

or instead of disappearing you could make it lie there if you want

mighty escarp
#

Yeah but I will have many lock into the game and it might lag from them or idk, they don't really need to be visible after unlock

#

I try to make a Horror Escape Room Co-Op game

somber vault
#

Who needs help with there game?

gritty grove
#

just anchor and remove collision like 1 second after it hits ground prob

mighty escarp
#

Yeah cool

#

And I used no free models

#

even the lock is made by me and not in blender, in studio 💀

gritty grove
#

💔

mighty escarp
#

These are the dials :)))

gritty grove
#

you are good at modelling atleast

#

scripting just takes time to optimize it seems good tho

mighty escarp
#

Yeah! also everything is server sided

#

No local scripts, just for gui and camera

#

But the servers recons all the locks, their combination and everything

subtle lodge
#

local speed = script.Parent

local function onTouched(OtherParts)
local character = OtherParts.parent
local humanoid = character:FindFirstChild("Humanoid")

if humanoid then
    humanoid.WalkSpeed += 10
end

end

speed.Touched:Connect(onTouched)

how do i make it so it doesnt keep stacking speed and can only be touched once

gritty grove
mighty escarp
#

so like

obtuse tundra
mighty escarp
#
local speed = script.Parent

local function onTouched(OtherParts)
    local character = OtherParts.parent
    local humanoid = character:FindFirstChild("Humanoid")

    if humanoid then
        humanoid.WalkSpeed = 26
    end
end

speed.Touched:Connect(onTouched)

because the humanoid walks with default 16

subtle lodge
#

o so just remove the +

mighty escarp
#

No

#

So the humanoid normally walks with 16 speed

#

Because you know that, u just make the brick to set the speed to 26

subtle lodge
#

o

mighty escarp
#

16(normal speed) + 10(what you wanted to add) = 26

scarlet steeple
#

does anyone have any good resouces for coding parkour movement

dire patio
#

how did you guys learn how to script? any video recommendation?

gentle venture
#

Damn why is it so hard to find a scripter for hire that actually knows how to script games not just a single system cryingdead

molten plinth
native orchid
warm pumice
#

Generally high profile programmers hop around their connections, with people reaching out to them, not reaching out to other people usually

#

You also need a high budget, atleast 2-3k usd or 700k robux depending on the size of your game

errant walrus
somber vault
#

If you commission a full game I will personally KILL you

#

jokes.

errant walrus
somber vault
#

lol

tiny obsidian
#

your mom idiot

copper apex
#

If youre wonderign why theres solution and answer, solution is an image of the answer, answer is the typed version, since I do need to check if the player typed the right answer.

native orchid
#

Seems fine

shadow sphinx
#

Day two of scripting, W/L code?

game.Players.PlayerAdded:Connect(function(Player) -- Player joins, it gives them a leaderstat.
    local Folder = Instance.new("Folder") -- Creates a folder that stores the leaderstats and sets a variable for it
    Folder.Name = "leaderstats" -- Sets the folder name
    Folder.Parent = Player -- Sets the folder's parent as the player, as the player has the leaderstat
    
    local Coins = Instance.new("IntValue") -- Creates an int value that stands for the amount of the leaderstat there is
    Coins.Parent = Folder -- Sets the intValue parent as the folder
    Coins.Name = "Coins" -- Gives the intValue a name
end)
lost burrow
#

except for the fact that coins is parented before properties are set

shadow sphinx
#

it isnt AI

bleak glade
#

old scripter was so bad for the game i was working on you could just loop kill the server as long as you had remote spy

#

just run this and everyone would die

native orchid
#

based

#

doesn't the code look better like this, though?

#

I think it would run at least twice as fast if it looked like that

errant walrus
native orchid
#

You don't like green?

#

I've got you covered, just type color followed by either a color keyword or an HSV vector and it'll change the display

native orchid
#

Doesn't have a name, I just wrote it

errant walrus
#

wait

native orchid
#

It's a roblox studio plugin

native orchid
errant walrus
#

does anyone use external code editors on roblox scripting?

native orchid
#

Yes lots of people, mostly VSCode and mostly because they're ashamed of being roblox devs and wouldn't be caught dead with Studio open

#

VSCode looks more like "real work" to your dad when he peeks into your goon cave

subtle lodge
#

Just learned the basic language but don’t know how to actually use them to make a game

native orchid
#

What kind of game would you like to make?

abstract scarab
#

also vscode plugins

native orchid
#

What big team has ever made anything good?

hasty mesa
waxen echo
native orchid
#

😘

waxen echo
#

Idk if i would code with that

#

I like it when certain syntax is highlighted

native orchid
#

I could add syntax highlighting

#

but I probably won't because it makes you weak

outer bridge
#

are there any obbyists in here who can test my game

waxen echo
#

Lol im weak then 😔

opal canopy
#

i need help polishing up a character alignment script

#

??? bro

outer bridge
somber vault
#

gimme a moment

gloomy kraken
#

wtf

#

why are there so many of these people in hiddendevs

quiet swift
#

Wy gotta learn to become a successful scripter

exotic sequoia
#

The irony of this kind of scam is that you actually will deliver on the promise ... except it will be the person who responds to you who will get their shit stolen lol

proper flicker
#

how could I implement teleporting into my anticheat with the issue that players may lag, I tried by setting network owner ship to the server on the players root before the teleport and an attribute which would disable it. then after the teleport I set the attribute back to enabled so they can be detected, however this doesnt seem to work
cuz after players die I teleport them back to their tycoon plot but how do I prevent the anticheat from considering this cheats cuz I would like to add more teleports to the game but the anticheat would detect them

local function TeleportPlayerToSpawn(tycoonTemplateClone, player)
    local SpawnLocation = tycoonTemplateClone:FindFirstChild("SpawnLocation")
    player:SetAttribute("CanCheat", false)

    while not player.Character do
        task.wait(0.1)
    end
    
    player.Character.HumanoidRootPart:SetNetworkOwner(nil)

    if player.Character and SpawnLocation then
        player.Character:PivotTo(SpawnLocation.CFrame + Vector3.new(0, 5, 0))
    end
    
    print(math.clamp(player:GetNetworkPing() * 4, 0, 3))
    
    task.wait(math.clamp(player:GetNetworkPing() * 4, 0, 3))
    
    player.Character.HumanoidRootPart:SetNetworkOwner(player)
    
    player:SetAttribute("CanCheat", true)
end```

I tried adding a wait but it didnt help only sometimes it works
primal panther
#

i need

#

quiq

#

scripter

#

do my team

#

my team got hired

#

very big job

#

need do be atleast adavance

hasty sleet
gloomy kraken
somber vault
lavish ibex
#

anyone wants to to make gamee tgt

thick sail
#

Any scripters who can give me tips on scripting a Quest manager?

I'm struggling a bit with monitoring the functions that update the quests (coroutines) and keeping an index of the quests. Do you just have a long list of quests that you index by ID every time you need to access information? (target, reward, etc) How do you manage the signals that update quest progress?

soft vault
soft vault
thick sail
#

That's kind of the problem, I'm not sure about which way to focus this

soft vault
#

you def need somekind of module script fo sure, a table/dictionary to store each quest

#

maybe store plr's data as dict on server wehn joined
like PlayerData[plr.userid] = {level = loadedlevel,.....
quest=924829}

#

u def need to take a blind path to understand making it if you have never made it

thick sail
#

I've already made the whole basic framework actually

#

I created types for the Objectives (each individual one has a signal that updates the counter OR is directly updated when the player's profile data updates), the Quest in the index, and the Quest that's saved in the player's data

#

I've gone full out fucking crazy with the objective and quest types 💀

soft vault
#

types break my brain and am never going to use them , no clue wat export is but it looks abt right

thick sail
#

It's just for defining them

#

It allows you to see what options each type has when you create a new one

#

When indexing

graceful breach
errant walrus
#

oh that guy is long gone

proper flicker
oblique epoch
#

hey any new coders trying to duo with me in making an easy simulator game?

lunar sky
oblique epoch
#

huh?

lunar sky
#

and what type of new are u even looking for?
Like these who only knows how loops work?

lunar sky
#

"bro" is new variable?

#

or function 🤔

little crest
#

lol

oblique epoch
#

lua is lit

#

local raahdaw = script.parentblablabla

little crest
oblique epoch
little crest
#
  • they're tons of framework
#

premade

lunar sky
oblique epoch
#

but id rather have fun with someone new

lunar sky
carmine imp
thick sail
#

What does your newFromRegistry function do?

#

I'm interested to see what information about the quest you're saving to your data store

#

I assume it's not the whole table

carmine imp
thick sail
#

So you clone everything? Might end up doing that

quaint pine
#

hey

#

i want someone with good english accent to read out loud a script pls lmk if someones willing to help for free!

thick sail
#

I think I'm gonna do that

somber vault
#

i saw that

thick sail
#

It's not like players are gonna have that many active quests anyway, it's not too much data

carmine imp
thick sail
#

I've split what the player saves and what the registry contains

#

It's way more annoying to work with tbh

#

Better just to combine them

#

I did it to reduce the data I have to save lol, not worth it

thick sail
#

This will allow me to pass the quests as self referencing tables too

carmine imp
thick sail
#

That's true

#

How do you handle "updating progress", if I may be so persistent to ask

#

How do you link up RBXScriptSignals with the objectives

cosmic dagger
#

who is good developer

#

i try to do a battlegrounds

#

so i need help

thick sail
#

I've done the raw code but it's so bloated and confusing

ripe garnet
static coral
cosmic dagger
thick sail
#

I can't

thick sail
static coral
#

oh

thick sail
#

Another question is how to implement them

#
local function connect(...)
        if coroutine.status(obj) == "dead" then
            index += 1
            current_progress = 0
            coro = LoadObjective(questID, objective_index)

            if not coro then
                Disconnect(player, questID)
                --Completed quest
                PlayerDataService.UpdateState({action = "SetQuest", questID = questID, claimed = false})
                --self:OnComplete(player)
                return
            end

            event = empty
            obj = coroutine.create(coro)
            ActiveObjectives[player][questID] = obj --No index required!

            --self:OnProgress(player, current_progress, index)
        end

        local ok, prg, evt = coroutine.resume(obj, ...)

        if not ok then 
            error(prg)
        end

        if prg and current_progress < prg then
            start_progress += prg - current_progress

            ActiveQuests[player][questID] = start_progress

            current_progress = prg

            --self:OnProgress(player, current_progress, index)
        end

        if event == evt then return end

        if connection and connection.Connected then 
            connection:Disconnect() 
        end

        if not evt then 
            task.delay(QuestService.TaskDelayInterval, connect, player, 0) 
            return 
        end

        connection = evt:Connect(connect)
        event = evt
        playerConnection[player][questID] = connection
    end
#

This is the current shit I have

static coral
#

maybe event for objective updated and objective completed or smth?

thick sail
#

Because I need to actively listen for signals firing

#

And evaluating if an objective/task has been completed

carmine imp
#

i recommend not using coroutines for this

thick sail
#

Yeah I wanna move away from this

#

I loosely followed an old module for this section

#

I'm not convinced

#

This is the part I'm really intrigued about

cosmic dagger
#

@thick sail u have some friend for be dev

thick sail
#

Unfortunately no

thick sail
#

Don't you have to rewrite that for every signal...

cosmic dagger
#

you want join for be member

#

is new

#

the discord server

thick sail
#

I have that signal as a value inside my Quest type

#

Objective*

#

I can definitely re-implement this without the need for coroutines though I think

#

Replace it with callbacks maybe

#

Just handle the signal connections so they're initialised when an objective is started, disconnect them when the objective is completed

carmine imp
# thick sail Don't you have to rewrite that for every signal...

you will have to connect one event per type of quest requirement your game can have.

for example, if one of your objective types is "Defeat # of enemy" you will have one signal connected for defeating enemies.
then say you created a new type of objective for your game in the future, idk maybe "Collect # of item" you would connect a signal for itemReceived and call ProgressQuestsOfType with itemReceived and the item passed in.

no matter what approach you go with, you will have to write one type of way to progress a requirement type per requirement type

thick sail
#

Of 4 distinct types

#

Score (reaching any specific value), Value (reaching a goal), Event (event triggers) and Timer (time passing)

#

I have a 5th for player data stat updates but that's handled separately

#

What I'm hoping to do is being able to read the script signal passed in the quest and auto process it

thick sail
#

Cause if I had 100 quests that'd be nasty

#

Your general approach is really good though, I'm gonna get rid of this coroutine nonsense

carmine imp
# thick sail Isn't that a bit tedious for every single quest?

i don't have to do this for each quest, just for each type of quest requirement. My QuestManager loops through all active quests and checks the data passed in to see if it matches the criteria to progress the quest, and does it if so. but sounds like your approach is a bit different

thick sail
#

Oh

thick sail
carmine imp
#

yes, exactly

thick sail
#

Hmm

carmine imp
#

i'm listening for everytime an enemy is defeated, checking all active quests to see if their requirement matches that enemy, and progress it if so

thick sail
#

Got it

carmine imp
#

when i add quests for collecting items, i'll have an event when an item gets added to the player's inventory and check that in the same way and etc for all different types of requirements (sounds like u got it)

thick sail
#

How do you sync this with the player data you later save in the store?

#

That's my last question lol

carmine imp
# thick sail How do you sync this with the player data you later save in the store?

each quest has any number of Requirements. Requirements store their type when saved in the db.
right now my requirements only support defeating a type of enemy, but if i were to generalize this i would probably have a RequirementType enum defined in the code and stored in the db as well as an ObjectType field stored in the DB. ObjectType would be set to Enemy.Zombie and RequirementType set to DefeatEnemy when a player gets a quest to defeat zombies.

carmine imp
crimson yacht
#

does anyone know how to make vehicle chassis?

tough grove
#

Is there any tutorial on how to make a Push player proximity prompt

tough grove
void stone
void stone
#

I Need help with 1 single script

thick sail
void stone
void stone
thick sail
#

Mhm

#

That was fast

void stone
#

I Had a previous script

#

but i didnt work

#

not sure if its exactly this one but

#

it didnt work last time imma try again

thick sail
#

Use prints to debug your code if it's not running as expected

empty fulcrum
#

I'm having this problem with a certain knockback feature with mine. It applies both a regular velocity and a spin to create this wonky knockback that i tried to base off of slap battles. The problem is shiftlock ruins it. On computers, when shiftlock is enabled it seems like the character gets more rigid so when it touches something the player is flung. I also have the mobile shiftlock script from the marketplace but it completly negates the spin factor my forcing the character to look in the direction of the camera. Can anyone help give me an idea to solve this?

reef nymph
#

but that's only useful if it only occures during a precise event so if the problem is only during the knockback you could do that

sacred lotus
#

Does anyone have ideas for me to script for practice

turbid torrent
sacred lotus
lost locust
#

anyone know how I can change the default shiftlock icon?

honest zenith
#

shiftlock icon

#

some shit like that

#

just google it

#

bro i bet there 10 answers

#

just use a translator

#

just use ai to google for you

upbeat breach
#

So I wanna make a DVD that goes from wall to wall but I need to make the math better, anyone good at math?

    if dvdActive then return end
    dvdActive = true

    local dvdIcon = Instance.new("ImageLabel")
    dvdIcon.Parent = gui
    dvdIcon.Size = UDim2.new(0, 50, 0, 50)
    dvdIcon.Position = UDim2.new(math.random(), 0, math.random(), 0)
    dvdIcon.BackgroundTransparency = 1
    dvdIcon.Image = "rbxassetid://107701504015217" 

    local directionX, directionY = 1, 1
    local speed = 0.005

    while dvdActive do
        wait(0.01)
        local newX = dvdIcon.Position.X.Scale + (directionX * speed)
        local newY = dvdIcon.Position.Y.Scale + (directionY * speed)

        if newX <= 0 or newX >= 0.95 then
            directionX = -directionX
        end
        if newY <= 0 or newY >= 0.95 then
            directionY = -directionY
        end

        dvdIcon.Position = UDim2.new(newX, 0, newY, 0)
    end
end```
honest zenith
#

how many things are there to google and you still cant google

honest zenith
#

oh i see it

honest zenith
#

wdym make better math

#

does it not work

upbeat breach
#

well it goes to far off the screen

#

and i suck with math and coding

honest zenith
upbeat breach
#

yeah thats a good start

upbeat breach
merry holly
#

Failed to load animation with sanitized ID, SOMEONE HELP PLS

upbeat breach
merry holly
upbeat breach
merry holly
#

may u can add me to help me?..

merry holly
upbeat breach
merry holly
merry holly
ruby cipher
#

how

upbeat breach
#

and choose your game

merry holly
median oyster
#

How long do you recommend staying on one language for as I would think do lua for like a year then move to C++ bc I want to learn more on game scripting and a bit of ethical security stuff

bleak glade
median oyster
bleak glade
#

if you can use them together then for sure

median oyster
glad haven
#

anyone know how to use audio api

bleak glade
median oyster
bleak glade
#

lol?

#

editior then compile it with g++

median oyster
#

I meant like do you recommend anything like a certain program or what youtuber teaches about C++

median oyster
#

oh

median oyster
bleak glade
#

i think its used with rust

median oyster
#

I was told from someone it's used for like C++ to create things, e.g game then lua you can edit existing values with

glad haven
#

is anyone familiar with the audio api

bleak glade
#

i only use luau though as i havent needed to use it anywhere else

fringe abyss
#

Umm ik it's weird to ask

#

But uhhh I need a mentor

faint shell
#

what is the best way to make following pets?

hardy pilot
hardy pilot
faint shell
#

technically there is since they use diffrent amount of resources which makes diffrences on lag

hardy pilot
#

Yeah but also technical debt

#

and memory usage might be a trade off

merry holly
#

Failed to load animation with sanitized ID

bleak glade
#

use a folder on the character so the other players can see the change

civic jackal
#

hey im trying to make a proximity prompt for my game where if u do it on a humanopid u can buy a dfev product to fling someone, but its only popping up on my own character and not on anyone else, anyone help me fix?
I can dm the script as its too big to send here

merry holly
#

Failed to load animation with sanitized ID, someone help pls

livid dagger
#

is there anyone good with camera/cframe positioning, can i dm you pls?
trying to set the camera position directly in front of the humanoid model to capture the full models body.

somber vault
#

Yo anyone tryna make a game for fun

livid dagger
somber vault
livid dagger
somber vault
#

Ight sent

fallow finch
#

Is brawldev a good start to learn lua?

copper apex
#

I like Suphi

#

Too

robust wolf
#

Anyone a scripter that wants to work for a simulator studios we previously made 700k robux in 2 weeks we know how to maintain a game dm for more info

sharp totem
#

how do i say in scripting that if this different than this

sharp totem
#

like if part1.Position diffrent part2.Position

#

@thorn frigate

thorn frigate
#

if part1.Position ~= part2.Position then

sharp totem
#

thanks

#

also

#

@thorn frigate what does not do

#

like part1.Anchore = notpart2.Anchored

#

what is the error how do i place not

sage mural
#

looking for a knowledgeable scripter for a huge project that has already had a lot done, feel free to dm me and I’ll show u what’s been made already to see bud ur interested

cursive remnant
#

first time learning to script what should be the first thing i make?

latent meadow
#

who is a scripter who’s down to make story game

sterile needle
#

Wsg my n166as

languid vault
#

You still have time

sterile needle
#

Oo that works

#

That works

#

Mods fix that

gentle portal
#

how old are ou lil bro

sterile needle
#

17 you

#

I've been a member since 2023

#

Does that mean I'm a of chat

#

Og

near wing
#

bro

#

my application keeps getting denied because my comments aren't good enough

#

i wrote like a paragraph for each function bro

sturdy turtle
#

anyone here able to help

lilac plank
#

if im new to lua but have ~3 years of python and ~1 year of C#, how would I go about it? im really confused lol

#

they are similar, but all of the functions and statements are different

#

I know the basic structure of lua, but I dont know what everything does and how to do it

shadow sphinx
#

Brand new to scripting, what's wrong with this code?

game.Players.PlayerAdded:Connect(function(Player)
    local leaderStats = Instance.new("Folder")
    leaderStats.Name = "leaderStats"
    leaderStats.Parent = Player
    
    local Coins = Instance.new("IntValue")
    Coins.Name = "Coins"
    Coins.Parent = leaderStats
    
end)
tawdry terrace
#

is using raycast hitbox good option for a sword fighting game

zealous zodiac
#

yo I'm kind of new to coding, how do we use module scripts for powers/abilities?

torpid geyser
hardy cradle
copper apex
#

Roblox is very picky when it comes to that

#

All lowercase should fix it

lethal tinsel
#

let’s talk about code

sage mural
#

looking for a knowledgeable scripter for a huge project that has already had a lot done, $50 down payment after 1st week, feel free to dm me and I’ll show u what’s been made already to see if ur interested

summer hatch
#

How do you think they made Eat The World?

native orchid
#

That’s kind of a lot of money for what that is

acoustic flame
#

down payment

#

after first week

#

down payment btw

#

u have to work for a whole week before u see any money at all

#

but its a down payment trust

sage mural
#

I’d explain and show everything to them before they’d even do anything lol

native orchid
#

How about a down payment of like $5,000

sage mural
#

I obviously don’t have 5k, if I did, I wouldn’t put 5k in a Roblox game anyways

#

maybe less than half of that

native orchid
#

Software is expensive

#

Learn to do the work yourself then and save money

sage mural
#

I’m not going to be a coder tho, so it’s pointless, im currently getting a degree in digital art

#

This is the race selection screen, this was like 2 months ago

native orchid
sage mural
#

good amount of stuff has changed

civic drift
#

Custom physical properties, decrease friction

sage mural
sharp river
#

DOES ANYONE KNOW WHY my script is working in studio but not in the actual game
what makes it weirder is it was working in the actual game 3 hours ago AND I CHANGED NOTHING

#

IM CRASHING OUT

civic drift
sharp river
#

i have published it yes its 100% publishing

native orchid
#

It’s impossible to say what exactly without seeing some code

sharp river
#

its a combat script - what happens is it works when you first join but as soon as u die/reset it just fully breaks

#

but it was working 3 hours ago

#

i didnt make it i had it comissioned but the scripter is offline BUT IM TWEAKING

civic drift
#

Works in studio?

sharp river
#

yes it does

#

IT is so weird

sharp river
#

I FIXED I T

odd oak
#

currently working on a movement system with a mix of combat

sharp river
#

NO I DIDNT FIX IT

#

😢

white seal
#

Me that I ain't scripter

#

Know this deal IS ABSOLUTE GARBAGE

charred cargo
#

can anyone help me get started on scripting

#

i understand nothing

jolly girder
white seal
#

FORUMS !

#

Boom

charred cargo
#

its shit icl

#

i've checked it out

jolly girder
#

Murfel are you a scripter?

merry holly
#

Failed to load animation with sanitized ID, someone help pls

sage mural
#

lemme dm what it looks like so far

#

promise its pretty solid

white seal
charred cargo
#

i'm a modeler and i wanted to put my modeling skills with scripting yk but yh

#

wait just a question

#

most of the scripts are made by people or ai

#

??

jolly girder
#

Do scripters make uis and guis?

sage mural
#

simple/basic ones

#

for custom more detailed ones, u’d need a ui designer

jolly girder
#

And scripters make animations and combat systems right?

native orchid
jolly harbor
cold stone
tawdry terrace
#

I’m trying to make my combat system fast paced how would I exactly make the combo faster

cold stone
#

faster anims, and no delay ig

#

?

tawdry terrace
#

It’s still slow

cinder basalt
#

Fastest possible combat

tawdry terrace
#

?

cinder basalt
#

How

#

What 😭

tawdry terrace
#

huh

cinder basalt
#

Ok show code

#

I fix

tawdry terrace
#

I can’t rn🙏

cinder basalt
runic maple
#

Looking for all types of devs

cinder basalt
#

This is like a lot of stuff going on

#

But fr thats some fast hits

tawdry terrace
cinder basalt
merry holly
#

Failed to load animation with sanitized ID, someone help pls

graceful breach
#

how i can change the position of a frame based on a rotation?
For example: rotation = 30° so the frame should go in an upward direction to y = 0, but idk how to change x correctly ( UDim2.fromScale)

#
local distance = math.abs(stone.Position.Y.Scale)

local dx = math.cos(angle) * distance

local targetX = stone.Position.X.Scale + dx
    
arrow.Visible = false
    
stone.Position = UDim2.fromScale(targetX, 0)```
#

target✅
/
/ <-- rotation
/
⬜

pine harness
#

can someone please explain

#

what this this is

cinder basalt
# pine harness what this this is

A TXT file is a plain text file that stores information in a simple format. TXT files are easy to create and edit, and are compatible with many different applications and platforms.

pine harness
#

I actually was asking whats inside the text file

pine harness
cinder basalt
#

Its some rpg data

#

Like portals to zones or sume

merry holly
#

local function loadAnimationSafe(Animator, animationId) local success, animation = pcall(function() return Animator:LoadAnimation(animationId) end) if success then return animation else warn("Failed to load animation: " .. tostring(animationId)) return nil end end

after some lines of code:

local swingAnimation = loadAnimationSafe(Animator, script:WaitForChild("Swing" .. combo)) swingAnimation:Play()

merry holly
wintry scroll
#

HEY GUYS, How would One make a inventory

#

similar to project slayers

#

i have the ui, but im not sure on how the actual code would work

sharp totem
#

can someane explain me what the :createvisualeffect in line 27 do

sharp totem
#

?

hardy pilot
#

the code for it should be somewhere

sharp totem
#

what is a method

hardy pilot
#

Function tied to an object

sharp totem
#

i doint udnerstand

#

wat is afunction tied to an object

#

is it like an attribute?

hardy pilot
#

No

sharp totem
#

@hardy pilot

hardy pilot
#

an object is an abstract term in this case

#

it could be an instance, table

#

class

sharp totem
#

is theyre a something in dev support that explains it well?

hardy pilot
#

probably if you google it

sharp totem
#

i cant seem to find anything?

#

@hardy pilot

#

what should i write to find the dev page?

hardy pilot
#

"difference between a function and a method"

obtuse escarp
#

Hey coders, is it possible to make a radio system, like talking to other person so you can use voice chat?

#

Talking with VC meanwhile holding like alt and the 2nd player hears you trough radio

#

Even if hes far away

somber vault
#

idk why they are using : for that tho

#

bc of the context lol

#

but basically u see how status is the module

#

The create effect is a function in the module

#

Its just using it in the other function ur looking at

somber vault
#

But it makes like all sounds global or smth

obtuse escarp
latent gust
#

no support for it

obtuse escarp
#

Some experienced scripter mentioned that it is possible in some way

latent gust
#

they lied to you

merry holly
#

Failed to load animation with sanitized ID, someone help pls

frail harness
#

bru can anyone help me with this, i am getting warned

local function loadAnimationSafe(Animator, animationId) local success, animation = pcall(function() return Animator:LoadAnimation(animationId) end) if success then return animation else warn("Failed to load animation: " .. tostring(animationId)) return nil end end

after some lines of code:

local swingAnimation = loadAnimationSafe(Animator, script:WaitForChild("Swing" .. combo).AnimationId) swingAnimation:Play()

errant walrus
#

The error occurs because you're passing the AnimationId property directly

#

but the Animator:LoadAnimation() function expects an Animation object, not an animation ID string

frail harness
errant walrus
#

bru can anyone help me with this, i am getting warned

local function loadAnimationSafe(Animator, animationId) local success, animation = pcall(function() return Animator:LoadAnimation(animationId) end) if success then return animation else warn("Failed to load animation: " .. tostring(animationId)) return nil end end

after some lines of code:

local swingAnimation = loadAnimationSafe(Animator, script:WaitForChild("Swing" .. combo)) swingAnimation:Play()

#

Try this

frail harness
#

tried that too, failed to sanitze id

errant walrus
#

what

frail harness
#

yep

lofty plinth
#

do u own the animation?

#

and is it under ur profile/group of the game

merry holly
frail harness
errant walrus
#

And the game is under the same group?

merry holly
#

yes

frail harness
errant walrus
lofty plinth
#

Whats the Class for ur?

frail harness
merry holly
frail harness
lofty plinth
#

is it an Animation instance

frail harness
#

yes

errant walrus
#

wha

errant walrus
frail harness
lofty plinth
#

Whats the parent of the instance ur trying to animate?

errant walrus
frail harness
#

in which the code is present

errant walrus
#

what

lofty plinth
#

the thing ur trying to animate not the script

frail harness
#

its a char animation

frail harness
lofty plinth
#

which is parented to workspace im guessing?

merry holly
#

this

#

we try to make that idle animation

frail harness
merry holly
#

but, Failed to load animation with sanitized ID,

lofty plinth
#

save the place close all studio instances and re-open it

frail harness
lofty plinth
#

good chance roblox just flat out doens't recognise that u own the animation

merry holly
frail harness
frail harness
errant walrus
native orchid
#

Makes it one block

frail harness
#

what

errant walrus
#
local function loadAnimationSafe(Animator, animationId)
    local animation = Instance.new("Animation")
    animation.AnimationId = animationId

    local success, loadedAnimation = pcall(function()
        return Animator:LoadAnimation(animation)
    end)
    
    if success then
        return loadedAnimation
    else
        warn("Failed to load animation: " .. tostring(animationId))
        return nil
    end
end```


```lua
local swingAnimationObj = script:WaitForChild("Swing" .. combo)
local swingAnimation = loadAnimationSafe(Animator, swingAnimationObj.AnimationId)
#

Try @frail harness @merry holly

merry holly
#

try that @frail harness

little island
#

GUYS how do i use the keys A and D to move sideways through a part like a normal player

fresh vale
#

guys what does this code do

hallow pivot
#

someone help pls how do i make an object play a sound when touched

fresh vale
#

script.Parent.Touched:Connect(function(hit)
local vic = script:FindFirstChild("victory.wav")
if vic then
vic = vic:Clone()
vic.Parent = script.Parent
if hit.Parent:FindFirstChild("Surface") then
vic:Play() -- Correct function name
end
end
end)

tardy pasture
hallow pivot
tardy pasture
#

even tough why would u check for it ?

hallow pivot
tardy pasture
#

i mean it makes only logic sense if it can be touched it exist

tardy pasture
hallow pivot
tardy pasture
hallow pivot
#

server

hallow pivot
tardy pasture
frail harness
#

animator requires animation object (instance) not the id

hallow pivot
#

it says "Touched" is not valid member os serverscriptservice

tardy pasture
hallow pivot
tardy pasture
hallow pivot
#

should it be client?

tardy pasture
#

touch event only works with instances in the workspace

hallow pivot
#

ah

#

do i make it client side then?

tardy pasture
#

no ?

#

u make it touch a part or model in the workspace

frank vapor
#

i’m not necessarily sure if this fits the category but i’m trying to learn scripting and i’m struggling with how complicated it is and a lot of the yt tutorials don’t help and was wondering if u guys know if there’s anyway that has more in depth tutorials/lessons

tardy pasture
frank vapor
#

that’s actually a really good idea i didn’t think of that

tardy pasture
#

like for example u search up uhhh a magic wand and instead off shooting a yellow ray u try to change it to a purple one or such kinda off stuff

frank vapor
#

ohhh okay

#

sick thanks man

lilac plank
#

code help isnt helping

#

so how can I move attachments in a part that is growing to match the ends of the part

hallow pivot
#

but how would i make it so it only plays it once even if im still touching said object

#

and if i stop touching and then go back it wont play

tardy pasture
hallow pivot
tardy pasture
hallow pivot
#

it says error with the bracket at the end or smth

hardy pilot
tardy pasture
hallow pivot
tardy pasture
#

remove the )

hallow pivot
tardy pasture
hallow pivot
#

i was having trouble cause there was a rig on the part tho

#

prolly why it wasn't working

#

is there a way to exclude rigs from humanoids

somber vault
#

who here wants to script my tycoon game

south ore
#

lemme send my version

#

nvm js realized its fixed

queen rivet
#

Yall

#

Wtf is the difference between
tick(), os.clock(), os.time() and what is the best to use.
If they are different please state use with example

merry holly
#

Failed to load animation with sanitized ID, someone help pls

wicked scroll
#

hey im trying to have basic admin essentials in my game but since the main module got deleted months ago it doesnt work, how do i fix this?

lean ocean
#

u couldve already figured it out

edgy phoenix
#

wait no

cold stone
cold stone
# cold stone

gonna make a more advanced wall climbing system and fix the raycasting as u saw its glitched

#

but w's for a test project?

bleak glade
livid trout
#

does anyone know why I am getting a HTP 403 (forbidden) error when I try to use the https://ip-api.com/json/ api

merry holly
#

Failed to load animation with sanitized ID, someone help pls

finite oar
merry holly
#

toolbox

finite oar
#

i believe you have to own it for it to load in studio

#

try in a published game

#

should work

rancid sundial
#

if u want

rancid sundial
#

sound.Touched:connect(function(sigma)

#

if script.parent = sigma then

#

sound.playing = true

#

wait(type the sound duration in seconds)

#

if script.parent = sigma and sound.playing = false then

#

sound.playing = true

#

end

#

end)

#

if it doesnt work then i love peanut butter

warm pumice
#

Yea don’t listen to this guy

wicked palm
#

@rancid sundial

prisma canyon
#

loooking for someone who can make me a game icon

bleak glade
native vine
# hallow pivot

shouldnt there be a error bcs u didnt put end on the first if

#

or no

lone mountain
#

This kid

forest storm
#

how many elseif statements would be too much

glass garden
autumn venture
#

Is it bad that im using an infinitely long rope constraint to keep seperated parts active under the player network owner

left widget
#

Yo tell me how yall learned lua

frail fulcrum
#

if anyone want to make a godd game and is acctualy gonna be commited dm me i got good idea

forest storm
left widget
cursive remnant
#

What’s would I use pairs and ipairs for

forest storm
plain fiber
#

yo guys if yall need help coding your game (tell me the ideas and the work to do) i can help yall for free no money needed not even % just have good ideas and have progress done and a good game thats all you can ask me to make anything you want i am a 5 year scripter and a ui maker DM ME

forest storm
tiny obsidian
median tree