#code-discussion
1 messages ¡ Page 26 of 1
and if it is an AI ship then it does replicate to everyone else
it's best to figure out networking before you worry about that
ok
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
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
alr
a simpler question though how would i handle weapons
like in a system i dont understand how that would work
well, what can your game's weapons do?
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
hm
I'm assuming you won't just have a single ability for each weapon with or without a cooldown?
wdym
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?
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"
just so you know I need to leave in like 10 minutes
ye ye dw
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
since I have to leave really soon let me just give you some good reading
https://gameprogrammingpatterns.com/contents.html
these are the main chapters you should focus on if you choose to
will do
command not so much as the others, it just helps you build a layer of decoupling between your components
codehs java inheritance boutta make me crash out bro
ts is not coding its paperwork at this point
đ
ISTG IVE WRITTEN THE SAME CODE WITH DIFFERENT VARIABLE NAMES LIKE 7 TIMES AT THIS POINT

isnât roblox oop unwieldy though
since it wasnât meant for it
like i read a ton about losing data when. sending over the network
table reatachment and all
Iâm going to write my own language called Computerized Object Oriented Machine Translator
COOMTRAN for short

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)
Ask ChatGPT, not us
it not wok
I donât care
then go fuck yourself an shuve it up yo ass ;-;
Learn how to script or learn to accept the garbage your AI outputs
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?
Yeah thereâs a way to fix that
How?
Metatables arent saved when sending over the network
Id argue metatables r actually best if u want objects
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)
Since when u recieve the object u can simply setmetatable the metatable back to the table
Go to #code-help this channel is for people who know what theyâre doing
This is truly bizarre code
did you use chatGPT or something
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
Why not just apply an impulse to the ball when the user jumps
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
U used chatgpt thats whats wrong
I mean, instead of using a VectorForce
guys can someone make me a script to every second jump more? pls
while true do
player.Character.Humanoid.JumpPower *= 2
end
Wdym
were do i put it
In a localscript somewhere
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
juo
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)
uh
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:
-
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.
-
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.
-
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.
-
Animation IDs:
- Double-check that the animation IDs are correctly assigned in the script. Even a small typo can cause issues.
-
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.
-
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.
-
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
debunk time
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?
I hear your frustration, and I can see that you've been thorough in diagnosing thisâsometimes these platform quirks can feel maddening! Letâs get a bit more creative to pinpoint the issue since the usual culprits seem to be ruled out:
-
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.
-
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.
-
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.
-
Cache or Asset Delivery Issues: Rarely, a bug in Robloxâs 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 itâs treated as a fresh asset by the system.
-
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.
-
Reach Out to Roblox Support: If youâve exhausted all debugging steps and believe it to be a Roblox issue, reporting this directly to Robloxâs 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 ideasâor if we need to approach this from a totally different angle! đ
SO
hope that helped at least
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.
Alright, I feel your pain hereâthis sounds like one of those maddening, inexplicable bugs that make you want to throw your keyboard out the window. Letâs try to dig deeper into the abyss of Roblox quirks:
-
Animation IDs: Even though youâve 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.
-
Humanoid State: If the rigs are using Humanoids, ensure theyâre not stuck in a state that prevents animations from playing (e.g.,
PlatformStandingorSeated). You could try forcing the state toRunningorIdlebefore playing the animation. -
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.
-
Re-upload the Animation: I know itâs a pain, but re-uploading the animation with a new ID might force Roblox to treat it as a fresh asset. Itâs a long shot, but itâs worked for others in similar situations.
-
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 rigâs setup.
-
Console Logs: Have you checked the Developer Console (
F9in Studio) for any errors or warnings when the animation fails to play? Sometimes Roblox spits out cryptic but useful hints.
im full of bullshit?
noone TYPES LIKE THIS
idk how I just realized ur using ai
im sorry
or you have a SCRIPT to give to people with this issue or something?
I mean I wont put it past ya.
good god
let me think
half of those methods are ones you already SENT ME
remove one and change the animation
đ
what gave you the idea that using ai would be good idea
to make it quick as possible
@tardy ivy are you allowed to use ai to give people coding help lmao
to be honest i don't even know
learned what
a little coding
????????
how did you fix it?
I've been coding since 2018, I never ask for help here. I only did today because I TRIED EVERYTHING
OOP is totally fine
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
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
yo ngl i need help
yeah shlawg I use everything
I'm largely self taught and just do whatever I feel is best
how do i change the characters avatar via a script without naming all the models startercharacter?
this is particularly problematic if you try and send an OOP object over the wire; all the metamethods attached to it don't get transmitted so you need to re-setmetatable on it
You can do that, or just use a vanilla table
yeah, my approach whenever I've needed to send an object over is to just create my own serializing and unserializing functions (it just encodes the object's table to json so is completely redundant)
a link to some kind of annoying to use API here
https://create.roblox.com/docs/reference/engine/classes/HumanoidDescription
@late summitthe simpler answer is to test your game, copy your character, then stop the game and paste it into the workspace
the thing is im using custom characters
that way you can see how accessories and clothing are set up
that's not even the issue though, you can't serialise a function (i think technically you could but its really not a good idea)
so you can't fully serialise an oop object
like custom as in there aint the classic roblox avtar
yeah I know
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
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
this is the standard way to go about it tbh
so
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
oh what, how about just overwriting the entire avatar, replacing the avatar with a model
not changing any clothes but the entire body
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
dang i see, well thanks for your help either way!
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
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?
Whoa! What's that?
You can reference it when you are helping people, but don't copy-paste entire ai responses that can be lengthy
yo Duo
Can you please answer me, I'm really interested? I'm just starting to script and I don't know yet how scripts should be arranged and in what format and so far I look at any project with wild fear and misunderstanding
I usually think about it for way too long
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.
i made overname
i need someone who can make a global leaderboard rn
or else im cooked
pls dm me rn đ
best way to code a phone system?
should it just be 1 script that handles everything or different scripts for each app, etc.
Iâm here
how mcuh u charging
ik is so fun guys đ
the music was from spotify
do this: `
i did
3 times to do this:
print("hello")
aha
and after the third do: Lua
drop a line đ
aha
sigma ```

Girl what's this
My cool editor
Called
c00lhack3r.exe
I'm suspiciouerous
rbxts is great and all but there's something so offputting about vec1.add(vec2) rather than operator overloading with vec1 + vec2
yeah i'd say so but i'm pretty new to using it for roblox dev
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
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
aah yh ur right
print(math.deg(90) % 180) --> 116.620...
If you were using my editor plugin you almost certainly wouldn't have made this mistake

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
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)
but for example: y * 0 wil give 0, not ?
Yes
You typically want to apply rotations in order of Yaw, Pitch, Roll, or Y, X, Z
what ? it worked !
Yeah of course it did, I'm based
your genius !
show it to me
it will help me
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
It's not done yet, I'll open source it soon
yeah, it has different aspects
"This is great! Canât wait to try it out!
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?
you shall not pass
Ferrofluide V1.
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?
dude that could make such a good game, how optimized is it though
it seems like its entirely clientsided
I did it on the customer's side, I just wanted to make something beautiful.
ik its hella basic but just checking, is collection service the best way to handle multiple kill bricks?
customers side..
yea
Yes, my translations may be wrong, I don't speak English at all :x
all good
can anyone help with my script???
Got keyboard sounds working
What do you think about the combination lock? Added tween to all dials and a cool effect, sounds and some back end fixes.
nice stuff, i notice that the lock sorta waits to disappear which is the most noticable negative in this clip, other than that it seems great
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
yeah that would probably be coolest
or instead of disappearing you could make it lie there if you want
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
Who needs help with there game?
if you reanchor it shouldnt lag
just anchor and remove collision like 1 second after it hits ground prob
Yeah cool
And I used no free models
even the lock is made by me and not in blender, in studio đ
đ
you are good at modelling atleast
scripting just takes time to optimize it seems good tho
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
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
i like doing that for 90% of things
I think the fastest, just set the speed to the desired one:))
so like
A hand sign that is really dark
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
o so just remove the +
No
So the humanoid normally walks with 16 speed
Because you know that, u just make the brick to set the speed to 26
o
16(normal speed) + 10(what you wanted to add) = 26
does anyone have any good resouces for coding parkour movement
how did you guys learn how to script? any video recommendation?
Damn why is it so hard to find a scripter for hire that actually knows how to script games not just a single system 
Most scripters fall into one of two categories:
-commisson workers: specialize in comms, so they donât worry about making full games
-game devs: know how to make games, but either donât do comms (me) or working on passion projects that they enjoy (me..?) or theyâre working on their own projects.
-# hope you enjoyed my rant
true
Because your budget is too small
You gotta know a lot of people before you can find these programmers
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
What if the commission is a full game? đ§
Not me working on a full game commission on my second screen. đ
lol
your mom idiot
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.
Seems fine
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)
chatgpt did great on this one
except for the fact that coins is parented before properties are set
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
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
jokes aside, this doesnt hurt ur eyes
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
which code editor is this
Doesn't have a name, I just wrote it
wait
Here's a video of it in action
does anyone use external code editors on roblox scripting?
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
Just learned the basic language but donât know how to actually use them to make a game
What kind of game would you like to make?
i mean vscode can be better for big projects to have a more organized workflow? you can use git and work with big teams
also vscode plugins
What big team has ever made anything good?
It's more because external editor provide more features then Roblox without the only downside of having to press one extra key to playtest
Dang thats bright
are there any obbyists in here who can test my game
Lol im weak then đ
me
join me Levanc1an
gimme a moment
Wy gotta learn to become a successful scripter
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
sick
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
i need
quiq
scripter
do my team
my team got hired
very big job
need do be atleast adavance
dm
he must be some type of smart to be doing this in a discord server full of people who KNOW how roblox works
anyone wants to to make gamee tgt
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?
CRAZY
brod question but valid, idk too
It's a bit broad for sure
That's kind of the problem, I'm not sure about which way to focus this
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
Yeah I'm currently storing a single dictionary
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 đ
types break my brain and am never going to use them , no clue wat export is but it looks abt right
Yeah dw about the export
It's just for defining them
It allows you to see what options each type has when you create a new one
When indexing
here i have some animations that can control the daggers(1 and 2).
however idk how can i do to animate it in serverscript ( it worked on the animations editor)
still need help?
oh that guy is long gone
I figured myself
hey any new coders trying to duo with me in making an easy simulator game?
@lunar skyđ
đ
huh?
u will not be able make simulator game with beginers
and what type of new are u even looking for?
Like these who only knows how loops work?
like
bro
lol
grenyjuice = nn
lua is lit
local raahdaw = script.parentblablabla
anyone can do a simulator game wdym
ik he yap
ok
i could just 'buy a scripter'
but id rather have fun with someone new
cool! then good luck, with finding a new scripter
here's a snippet of how i'm updating the quest progress. and a snippet of my QuestRegistry which is where quests are defined
This is really interesting
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
basically, the arguments slightly differ if i'm instantiating a Quest object from the database (player already has quest) vs. player doesn't already have the quest so they're cloning it from the Registry.
So you clone everything? Might end up doing that
hey
i want someone with good english accent to read out loud a script pls lmk if someones willing to help for free!
Seems like passing quests as metatables really simplifies the workflow too
I think I'm gonna do that
i saw that
It's not like players are gonna have that many active quests anyway, it's not too much data
yeah, I have "static" quests defined in my QuestRegistry and I clone them when a player accepts a quest
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
Nice
This will allow me to pass the quests as self referencing tables too
export type SerializedQuest = {
id: string,
npcModelName: string,
requirements: { SerializedRequirement },
name: string,
startTime: number?,
state: string,
rewards: any,
}
rewards is any because I haven't actually coded quest rewards yet. You wouldn't necessarily need to store rewards, you could also have a static definition for them in the code.
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
I've done the raw code but it's so bloated and confusing
Can I hire u long term
i havent been following along but why not just use custom signals
you want?
I'm using a Signal util by sleitnick
oh
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
maybe event for objective updated and objective completed or smth?
I'm basing this on coroutines
Because I need to actively listen for signals firing
And evaluating if an objective/task has been completed
your quest manager should have some sort of function where you connect all of your signals.
i recommend not using coroutines for this
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
@thick sail u have some friend for be dev
Unfortunately no
Isn't that a bit tedious for every single quest?
Don't you have to rewrite that for every signal...
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
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
I have evaluation functions already set up
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
Without creating this specific connection
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
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
Oh
So in this case, "enemyDefeatedEvent" is a type of quest requirement? Interesting
yes, exactly
Hmm
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
Got it
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)
How do you sync this with the player data you later save in the store?
That's my last question lol
Yep that makes sense
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.
btw, look at how my questmanager is interacting with profile in ProgressQuestsOfType to get a better idea of my data structure for player profiles
does anyone know how to make vehicle chassis?
Is there any tutorial on how to make a Push player proximity prompt
Devforum , Youtube
Are you a experienced scripter?
Are you a experienced scripter?
I Need help with 1 single script
So you just save this table in the data store?
Ahhh got it
Could u help me edit this so it requires the player to have a gamepass or else the "looting" prompt will prompt a buy gamepass ui thingy
If MarketplaceService:UserOwnsGamePassAsync else
The classic
so this?
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
Use prints to debug your code if it's not running as expected
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?
I'm pretty sure you can disable the effect of shiftlock (the way it rotates the character when you press shift) temporarily in roblox
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
Does anyone have ideas for me to script for practice
Admin panel.
Okay
anyone know how I can change the default shiftlock icon?
userinputservice mouseicon
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
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```
how many things are there to google and you still cant google
whheres the speed even being used
oh i see it
whats the issue anyways
wdym make better math
does it not work
decrease 0.95 until it doesnt
yeah thats a good start
it just pans in and out of the top left corner
Failed to load animation with sanitized ID, SOMEONE HELP PLS
do you own the animations?
i saved them from my group, saved as group, i got them from toolbox
try publishing them under your game
may u can add me to help me?..
?
reupload the animations under your game
how
how
how
i did that, still donât work
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
staying on a language doesnt realy matter as you can carry over your knowledge, just use a language that does something you wanna do
Is it a good idea to learn 2 at once
still depends what youre trying to do
if you can use them together then for sure
lua and C++, I have spent about 3 month on Lua but I just kinda wanna learn some stuff on C++
anyone know how to use audio api
might as well, lua is kinda easy and c++ is used for a lot
How would I write C++ tho?
an editor
lol?
editior then compile it with g++
I meant like do you recommend anything like a certain program or what youtuber teaches about C++
no i learned from university
oh
Last thing then, do you recommend learning actual lua too instead of just luau as I get a few things are different like I believe lua has no Variable += Variable2
i forget its use cases outside of roblox, but its lightweight iirc so its used for a few things
i think its used with rust
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
is anyone familiar with the audio api
yes its used in c for lower level system
i only use luau though as i havent needed to use it anywhere else
what is the best way to make following pets?
It's not weird to have a tutor, but you're probably going to need to pay them
There is no "best way"
technically there is since they use diffrent amount of resources which makes diffrences on lag
Failed to load animation with sanitized ID
clone them on the server then have them follow on the client
use a folder on the character so the other players can see the change
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
Ight
Failed to load animation with sanitized ID, someone help pls
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.
Yo anyone tryna make a game for fun
im doing that now lolz
Tryna let me join
yea dm me
Ight sent
Is brawldev a good start to learn lua?
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
how do i say in scripting that if this different than this
what?
if part1.Position ~= part2.Position then
thanks
also
@thorn frigate what does not do
like part1.Anchore = notpart2.Anchored
what is the error how do i place not
looking for a knowledgeable scripter for a huge project that has already had a lot done, feel free to dm me and Iâll show u whatâs been made already to see bud ur interested
first time learning to script what should be the first thing i make?
who is a scripter whoâs down to make story game
Wsg my n166as
Delete this
You still have time
how old are ou lil bro
bro
my application keeps getting denied because my comments aren't good enough
i wrote like a paragraph for each function bro
anyone here able to help
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
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)
is using raycast hitbox good option for a sword fighting game
yo I'm kind of new to coding, how do we use module scripts for powers/abilities?
There is nothing wrong with it, what r u using it for
An ocean system with different species and exploration system
It should be "leaderstats"
Roblox is very picky when it comes to that
All lowercase should fix it
letâs talk about code
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 Iâll show u whatâs been made already to see if ur interested
How do you think they made Eat The World?
Thatâs kind of a lot of money for what that is
> huge project
> $50
Uhhh
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
Itâs rlly a project that people can only trust after seeing whatâs alrdy been made, which has huge potential for success
Iâd explain and show everything to them before theyâd even do anything lol
How about a down payment of like $5,000
I obviously donât have 5k, if I did, I wouldnât put 5k in a Roblox game anyways
maybe less than half of that
Iâm not going to be a coder tho, so itâs pointless, im currently getting a degree in digital art
This is the race selection screen, this was like 2 months ago
Alright thatâs fine, but your offer is dogshit and youâre only going to attract YouTube tutorial scripters who started last week
good amount of stuff has changed
Custom physical properties, decrease friction
yeah itâs pretty rough out here huh
DOES ANYONE KNOW WHY my script is working in studio but not in the actual game
what makes it weirder is it was working in the actual game 3 hours ago AND I CHANGED NOTHING
IM CRASHING OUT
Saved and published changes yet?
i have published it yes its 100% publishing
There are a lot of reasons this could be happening
Itâs impossible to say what exactly without seeing some code
its a combat script - what happens is it works when you first join but as soon as u die/reset it just fully breaks
but it was working 3 hours ago
i didnt make it i had it comissioned but the scripter is offline BUT IM TWEAKING
Works in studio?
I FIXED I T
50$ dollars o hell naw
Me that I ain't scripter
Know this deal IS ABSOLUTE GARBAGE
Same
Murfel are you a scripter?
Failed to load animation with sanitized ID, someone help pls
ik itâs trash, but itâs basically if u see potential in the game
lemme dm what it looks like so far
promise its pretty solid
I am builder but almost everyone ik is a scripter accept my mod3ler friend
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
??
Do scripters make uis and guis?
They can
simple/basic ones
for custom more detailed ones, uâd need a ui designer
And scripters make animations and combat systems right?
no, we make burgers and pizza bro
If it actually works it was probably written by a human
vr nice
most scripters pretty much know the basics of sfx, vfx, animations, and uis only the simple forms of them tho obviously
Iâm trying to make my combat system fast paced how would I exactly make the combo faster
Remove the task waits

Fastest possible combat
?
huh
I canât rnđ

I need it this fast
Or bit slower I guess
Looking for all types of devs
Fast m1s aint gonna cut it
This is like a lot of stuff going on
But fr thats some fast hits
Wdym
What combat u trynna make? Just copy the video thingie?
Failed to load animation with sanitized ID, someone help pls
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)```
targetâ
/
/ <-- rotation
/
âŹ
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.
oh wow thanks
I actually was asking whats inside the text file
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()
is it good guys?? cuz the animations id don t work
Addition
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
can someane explain me what the :createvisualeffect in line 27 do
It's a method
?
the code for it should be somewhere
what is a method
Function tied to an object
No
@hardy pilot
is theyre a something in dev support that explains it well?
i cant seem to find anything?
@hardy pilot
what should i write to find the dev page?
"difference between a function and a method"
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
its a function thats in the status table
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
I think there was a better method than this but ik u can set something
But it makes like all sounds global or smth
no
why so
no support for it
Some experienced scripter mentioned that it is possible in some way
they lied to you
Failed to load animation with sanitized ID, someone help pls
Yes
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()
The problem is in how you're calling the loadAnimationSafe function
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
yeah, i am being confused, some people are sayingto add animationId and some are not
You are giving Animation ID
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
tried that too, failed to sanitze id
what
yep
i got it from toolbox, saved by group and the game also by group
in group
@frail harness
And the game is under the same group?
yes
yep
?
Whats the Class for ur?
wht
i am the owner of the game, hes hired
animation instance(object)
is it an Animation instance
yes
Do you have coding experience?
bio
Whats the parent of the instance ur trying to animate?
3.8 years of experience?
local script
in which the code is present
what
the thing ur trying to animate not the script
player
its a char animation
yes
which is parented to workspace im guessing?
starter gear
but, Failed to load animation with sanitized ID,
save the place close all studio instances and re-open it
i told him that the fault is in the group or game, cuz all the backups of the game is corrupted
good chance roblox just flat out doens't recognise that u own the animation
so u think that i have to give him the ids or he must do that?
why'd you do it like that
tried publishing in the group, @merry holly tried publishing making him the creator of the animation but both of them didnt work
tried all of the things
?
what
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
try that @frail harness
GUYS how do i use the keys A and D to move sideways through a part like a normal player
guys what does this code do
someone help pls how do i make an object play a sound when touched
you actually need to insure that "victory.wav" is actually a Sound object inside the script not a name of a file and also the cloned sound need parent to work
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)
why would u even check if the part ur touching has a surface ?
its the name of my part
even tough why would u check for it ?
idk its not working i dont get it
i mean it makes only logic sense if it can be touched it exist
remove that if statement bet it will work then
double checking
and is it a client script or a server script ??
server
uhh which one
there is only 1 if statement ?
did not work
animator requires animation object (instance) not the id
didn't work
it says "Touched" is not valid member os serverscriptservice
is it a client script or a server script ?
server
u cant touch a service ...
should it be client?
touch event only works with instances in the workspace
iâm not necessarily sure if this fits the category but iâm trying to learn scripting and iâm struggling with how complicated it is and a lot of the yt tutorials donât help and was wondering if u guys know if thereâs anyway that has more in depth tutorials/lessons
use free models and try to understand how they work thats how i did it
thatâs actually a really good idea i didnât think of that
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
code help isnt helping
so how can I move attachments in a part that is growing to match the ends of the part
ok it now plays a sound
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
add a debounce
whats gone wrong
after the 60 set the debounce back to false
nope
it says error with the bracket at the end or smth
You shouldn't load and instantly play animations
read the error
idk what it means
remove the )
remove the if not statement
worked
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
who here wants to script my tycoon game
the way you wrote this code is making me mad lol
lemme send my version
nvm js realized its fixed
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
Failed to load animation with sanitized ID, someone help pls
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?
search it up
u couldve already figured it out
documentation!
wait no
gonna make a more advanced wall climbing system and fix the raycasting as u saw its glitched
but w's for a test project?
time is server time, os.time is universal epoch since liks 1970, believe clock is the same thing but with ms, tick is the same thing as os.time but depricated
does anyone know why I am getting a HTP 403 (forbidden) error when I try to use the https://ip-api.com/json/ api
Failed to load animation with sanitized ID, someone help pls
do you own the animation
toolbox
i believe you have to own it for it to load in studio
try in a published game
should work
i can help
if u want
local sound = script.Parent
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
Yea donât listen to this guy
@rancid sundial
loooking for someone who can make me a game icon
what should i change to this? idk what to even add
This kid
how many elseif statements would be too much
That heavily depends on the context. Generally, as long as it isn't hurting readability, you're probably fine
ah ok thank u
Is it bad that im using an infinitely long rope constraint to keep seperated parts active under the player network owner
bro got gods word
đ
Yo tell me how yall learned lua
if anyone want to make a godd game and is acctualy gonna be commited dm me i got good idea
im still learning but i think just watch updated tutorials and note down key bits of info. If there is anything you dont understand just ask here
Can u dm me some links for me to learn as a beginner
Whatâs would I use pairs and ipairs for
pairs are for dictionaries, ipairs are for arrays
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
an example of code would be:
local myArray = {10, true, "hello", nil}
for index, number in ipairs(myArray) do
print(index, number)
end
Bro just ignoring the flood of errors




