#code-discussion

1 messages Ā· Page 58 of 1

umbral carbon
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use JavaFX

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Bro what?

zenith mason
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it boosts performance and reduces your storage by getting rid of waste

fleet gull
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I already did, i gained 20gb of ram and 2tb of sotrage

umbral carbon
#

This is an executor

fleet gull
#

Is this an Executor??

umbral carbon
#

I don't understand what you're talking about

somber vault
zenith mason
#

or something

somber vault
#

i dont understand what you're talking about

fleet gull
#

Don't tell Sam about this guys, but i think his name is... Sam 😨

somber vault
#

i grieve ths stereo

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the stereo sounds strange

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if i get out of bed

somber vault
#

you see me standing all alone

somber vault
#

it's the future 😺

umbral carbon
#

Nah I'm not a low level guy
But maybe C

somber vault
#

c++ is a extension of C

umbral carbon
somber vault
#

low level languages are the futureā„¢ļø

somber vault
fleet gull
#
void lendmeyourstrength() {
  🤪🤪🤪🤪🤪🤪🤪🤪🤪
}
viscid orbit
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hi guys

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is this interface hangout

rocky lynx
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Rust is the future

umbral carbon
fleet gull
umbral carbon
viscid orbit
somber vault
viscid orbit
#

and women

somber vault
#

I'm a POC

fleet gull
somber vault
#

first of its kind in the IDE for roblox scene...

viscid orbit
#

hi people

fleet gull
viscid orbit
#

hi iisle

fleet gull
#

šŸ¤”šŸ¤”

viscid orbit
#

šŸ‡µšŸ‡øā™„ļø

fleet gull
#

Hello

jolly vessel
#

ngl i need me an ingame script editor

fleet gull
viscid orbit
jolly vessel
#

best lego character

jolly vessel
#

im not a minority

umbral carbon
fleet gull
#

Always the Schedule 1 players

jolly vessel
#

its really good for testing imo

fleet gull
#

Mhmm... sureee...

somber vault
#

i used iris for it

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its like imgui embedded

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but i prefer to use imgui

rare dove
#

profile service or roblox datastore??

gilded gyro
#

😌 my structure

uncut ore
#

english or spanish? whoever moves first will need to learn datastore!

gilded gyro
#

tryna to code railing system

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redoing railing system just for optimization

uncut ore
#

rail?

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dead rail

gilded gyro
gilded gyro
random nebula
#

shit language

hexed palm
#

Hello, ive started scripting since like 1 month now, and like im trying to get better, so what do i think is that I need to do all by myself and dont find help with ppl, just by myself with documentation etc.. And I actually can do good things but sometimes I struggle and I dont know what to do, either i should ask for help or keep trying, so its frustating a bit, but like i know there is an answer so i wanna find but still dont know if i shouldnt hesitate to ask help, thx if someone could answer to this message

rocky lynx
#

I've been doing it for like 9 years but Rust is better

hexed palm
# cedar salmon what sort of stuff can u do

Nothing im bad rn, i learned the basics, (tables, variable, maths..) then i learned for example the part properties etc, then a bit of tween service, a bit of datastoreservice, and ye, not much cuz i just wanted to get good bases

cedar salmon
dark juniper
# hexed palm Hello, ive started scripting since like 1 month now, and like im trying to get b...

Hello, ive started scripting since like 1 month now, and like im trying to get better, so what do i think is that I need to do all by myself and dont find help with ppl, just by myself with documentation etc.. And I actually can do good things but sometimes I struggle and I dont know what to do, either i should ask for help or keep trying, so its frustating a bit, but like i know there is an answer so i wanna find but still dont know if i shouldnt hesitate to ask help, thx if someone could answer to this message

hexed palm
# cedar salmon what about remote events/functions

I know a bit of also, but rn i am just struggling with the alignposition and alignorientation, i understood most of it but like i just dont understand a part, like i went through all the documentation of it, and i found nothing, so idk what should i do, eithzr keep struggling and hoping, or ask for help

fringe barn
# dark juniper Hello, ive started scripting since like 1 month now, and like im trying to get b...

Hello, ive started scripting since like 1 month now, and like im trying to get better, so what do i think is that I need to do all by myself and dont find help with ppl, just by myself with documentation etc.. And I actually can do good things but sometimes I struggle and I dont know what to do, either i should ask for help or keep trying, so its frustating a bit, but like i know there is an answer so i wanna find but still dont know if i shouldnt hesitate to ask help, thx if someone could answer to this message

cedar salmon
#

just watch those and apply knowledge urself

hexed palm
wispy fulcrum
wispy fulcrum
austere mulch
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2 months of luau and i still suck 😭

foggy burrow
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Bro 😭

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What does it print?

tepid slate
#

Yo

austere mulch
foggy burrow
#

Yeah

austere mulch
#

one of the roots

austere mulch
velvet vapor
austere mulch
#

like in every game

velvet vapor
foggy burrow
austere mulch
foggy burrow
austere mulch
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at least I think

foggy burrow
bleak glade
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are you familar with typescript in luau

foggy burrow
#

I’m guessing they aren’t

austere mulch
bleak glade
#

QuadraticFormula(B: number, A: number, C: number, AddOrSubtract: string): (number | string)

glossy wave
foggy burrow
#

Instead of returning each time

bleak glade
foggy burrow
#

Just make a variable

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And then just return that at the end

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Instead of returning at the end of each script

bleak glade
#

youj could argue he doesnt even need if statements too

austere mulch
#

typescript*

bleak glade
austere mulch
bleak glade
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number, vector3, etc

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instance types

glossy wave
#

whats the point of ts in roblox

austere mulch
#

oh

umbral carbon
bleak glade
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i find it useful

umbral carbon
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It's more of an experiment maybe

austere mulch
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just to refresh my knowledge

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It doesn't really have any practical use for now in my mind

cedar salmon
lean ocean
velvet vapor
lean ocean
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transparency and widthscale

austere mulch
#

I'm just really slow

bleak glade
#

2 months isnt even bad for that

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i have around 5 months in luau

austere mulch
#

which makes progress slow

austere mulch
#

they start the actual programming languages from A levels

velvet vapor
foggy burrow
#

Could make that function in like 2 lines

hot kindle
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hey.so how long would it take for me to learn the coding stuff,to be able to become a dev for a game

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stupid question,it all depends on your effort im guessing

austere mulch
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if you dedicate 10 hours of your day to scripting

hot kindle
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10h per week? or day

austere mulch
#

actually I think its different for everyone

foggy burrow
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Nah

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10 hours a day I wild

austere mulch
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its unrealistic and you have to be pretty unemployed to do that

foggy burrow
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I split my time up 2 90 mins sessions

austere mulch
foggy burrow
#

Nah

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There’s no such thing as learning 50% of luau

somber vault
stiff tundra
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Guys, is it hard to make a rng game

somber vault
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staying on track is kinda hard

rugged ore
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Ah

austere mulch
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with literally any activity in the world

somber vault
somber vault
austere mulch
somber vault
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you could just do print(math.random(1, 10)) and its an rng game

foggy burrow
#

Nah no such thing as learning luau 100%

austere mulch
foggy burrow
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Just learning to problem solve and read

somber vault
foggy burrow
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But you said 60% of all Lu

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Luau

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There’s no such thing that’s that

austere mulch
somber vault
#

regardless of wtvr
only thing that could help is your own management

foggy burrow
#

Just learning to code

austere mulch
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you just need a rare mental condition

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and a lot of time in your hands

foggy burrow
#

Just learn the basics and then your done

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Mastering the basics is all you gotta do

somber vault
austere mulch
foggy burrow
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Real

somber vault
foggy burrow
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But nah just learn basics of programming is ez

somber vault
#

you just add a part

foggy burrow
#

Trust

somber vault
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and boom

somber vault
foggy burrow
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Frrr

vocal relic
foggy burrow
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Just applied the basic knowledge of programming to greater things

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Like if I wanted a countdown system

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To display a timee

vocal relic
#

creating something you think you can do and then expanding from it?

ionic oar
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for combat system that use vfx (like magic systems) and rely on responsiveness, do you guys validate on the server before showing vfx? that's been my approach but theres so much latency when using skills

foggy burrow
#

I would use my knowledge on for loops

austere mulch
foggy burrow
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For countdown system

foggy burrow
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The legit basics

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You need to just know the basics

somber vault
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like general coding basics first then the lua methods

foggy burrow
#

And then you can code LITTERALLY anytbing

somber vault
#

ex: if statements, while and for loops, functions etc

somber vault
#

just do some documentation if you get stuck

foggy burrow
#

1: functions
2: loops
3: conditional statements
4: variables
5: tables
6: data types

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All you need to know

austere mulch
#

i did print ---> data types ---> variables ----> arithmetic operations ---> conditions ---> functions ---> parameters & return ---> loops ---> tables

vocal relic
#

ik the basics and many other stuff like using inheritance in oop i just feel like im making slow progress

foggy burrow
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Bro I don’t know shit about oop

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I’m more a functional programmer

austere mulch
quiet briar
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/quue

austere mulch
#

module scripts

foggy burrow
#

Compared to an object oriented programmer

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Tho modules are goated

vocal relic
austere mulch
#

I still haven't touched module scripts

foggy burrow
foggy burrow
somber vault
foggy burrow
#

Been scripting for 2 years

foggy burrow
#

I mean I use oop here and there

vocal relic
ionic oar
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oop is just another programming paradigm you don't have to use it. it is pretty neat tho i would take time to understand it

foggy burrow
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But no where compared to other programmers

foggy burrow
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For your skills

somber vault
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oop is actually just a myth

austere mulch
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I make gfx with fucks up my time to learn scripting

somber vault
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its not real

foggy burrow
#

Input -> server -> client

austere mulch
foggy burrow
#

Don’t do any yielding on the server

ionic oar
foggy burrow
#

Just basic checks

foggy burrow
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Don’t yield any code

austere mulch
#

i reckon

indigo thorn
foggy burrow
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Could

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Or you could do the task library

ionic oar
foggy burrow
#

Hmmm

austere mulch
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check*

foggy burrow
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Well yeah

ionic oar
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im not having any problems with my cooldowns and i would still have to check the booleans

foggy burrow
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It’s cause your using task.wait() corrects?

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To wait and then put the cooldowns back

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Are you using a server script for each skill or one main script

ionic oar
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nah im comparing os.clock() for cooldowns and storing the last use of each skill

austere mulch
ionic oar
foggy burrow
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Nah

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Wait better

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And much more simple

ionic oar
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how is it better?

foggy burrow
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But either way works

foggy burrow
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And does the same thing

ionic oar
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oh it wasn't too complicated for me to implement and works fine rn

foggy burrow
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Doing comparing of os.clock and stuff is longer compared to doing task.wait(1)

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Yeah it works

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But there’s just an easier way

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Anyway you don’t answer my question

ionic oar
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oh sorry each skill has its own module script

foggy burrow
#

Is each skill have their own server script?

foggy burrow
#

Wait

ionic oar
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and i have one main script that calls the corresponding function for each skill

foggy burrow
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And a remote event fires to that module

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And then the module fires to the script?

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Client script

austere mulch
ionic oar
#

client script fires remote -> server script recieves remote -> server script calls the function that corresponds to the skill the client sent

foggy burrow
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Okay

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And is that server script

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Handle all the skills

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?

ionic oar
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yep

foggy burrow
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Well that’s why

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Is the cooldown for that script handled there too?

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Like that script handles skill cds?

ionic oar
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no cooldowns are handled inside the modules

foggy burrow
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Hmmm

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I got a question

ionic oar
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?

foggy burrow
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Does this latency happen after you use a skill

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So a skill works fune

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And then you try to use another one

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And there’s latency

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Or just from the start

ionic oar
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just from the start

foggy burrow
#

Okay

ionic oar
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let me show you an example

foggy burrow
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So

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Hold up

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Client -> server -> module -> client

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?

ionic oar
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yep

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blue box is spawned immediately with player input, red box is spawned from the server

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while walking theres a clear delay of where the red hitbox is

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and you can see that when i stand still and use it they're in the same place

foggy burrow
#

Is that the latency you’re talking about?

ionic oar
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yep

foggy burrow
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Well

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Then there’s no issues

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There will always be delay

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It’s impossible

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To make it not delay

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I thought there was a significant period of time

ionic oar
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if its on the client, the delay is way less. that's why i wanted to gauge how many people did hitboxes immediately on the client first

austere mulch
foggy burrow
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I do

ionic oar
austere mulch
foggy burrow
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Input -> server -> module -> client

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Never hitboxes on the sever

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Too laggy

ionic oar
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so you do hitboxes during input??

foggy burrow
#

No

austere mulch
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or not

foggy burrow
#

I do hitboxes after the server checks its

ionic oar
#

and i wouldn't trust client hitboxes exploiters can just abuse that

foggy burrow
#

Yeah

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But that’s why I do sever checks on dmg

ionic oar
foggy burrow
#

Hitboxes should be done on the client they are smoother

foggy burrow
#

Which is impossible

ionic oar
#

cause technically you're going client -> server -> client if im understanding you right

foggy burrow
#

Yes

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But I’m not doing parts for hitboxes

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Cause that causes further delay

ionic oar
#

oh does it?

foggy burrow
#

Yeah

austere mulch
foggy burrow
#

For exploiters

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It’s safer

ionic oar
#

and make their own

austere mulch
#

ohh

foggy burrow
#

I use spacial queries

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For my hitboxes

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game.Workspace:GetPartsBoundInBox()

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That returns a table of everything that the invisible box hit

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You can then loop through that table

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And check if anything is a player

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And then do your dmg stuff

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Tho I have this inside a module

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Called hitbox handler

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That’s I just require from the client

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And then I have a remote event that fires to the server after a successful hit

ionic oar
#

i honestly don't think that won't fix the network replication lag but i do also use spatial queries a lot

foggy burrow
#

Well yeah it won’t fix it

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But that’s just how I do hitboxes

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You shouldn’t use parts

ionic oar
#

ohhh okay

foggy burrow
#

Do you use .Touched()?

ionic oar
#

yeah i was more using parts to simulate hitbox + vfx

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and no i don't

foggy burrow
#

Well yeah I use parts to simulate hitboxes too for visuals

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But I know that there is visual lag

ionic oar
#

i think ill have to do some immediate vfx when i get input from the client to fix my issues and make a vfx handler or something

foggy burrow
#

Nah I wouldn’t do that

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You gotta do checks

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That’s why client -> server -> module -> client

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Is Litterally the best skill framework

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Client just handles input

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Checks on the server

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Then fires that skills server module to start the skill

ionic oar
#

it's not tho theres so much input lag

foggy burrow
#

Not really

ionic oar
#

i think a better way is input + immediate vfx -> checks + hitbox -> more vfx

foggy burrow
#

Well how are you gonna have the players see all the VFX?

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It has to go through a server boundary

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Unless your making a single player game

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None of the players are gonna see your starting VFX off of input

ionic oar
#

that's true i might have to do immediate vfx for the player using

foggy burrow
#

Idk your over complicating things

ionic oar
#

i don't think so, my game needs combat to be responsive

foggy burrow
#

I’ve been working on my project for about 1 year now and I’ve achieved really good combat

ionic oar
#

i've also made some pretty good combat systems but this is an issue i've been wanting to solve for a minute

foggy burrow
#

Client - server - client takes less than a second

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Not even noticeable

ionic oar
#

its very obvious in the video i sent before

foggy burrow
#

Yeah cause your basing it off of parts

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Which I told you wasn’t a good way to do it

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Have you tested your combat in a fight?

ionic oar
#

if the parts are off that means the vfx is off

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vfx will be off*

foggy burrow
#

This is what I’ve gotten

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Ignore the anim at the beginning

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That’s what the skill looks like in game

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It’s pretty responsive

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I programmed that using my framework

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And I’ve achieved a pretty good combat feel

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Fast paced

ionic oar
#

that looks good

foggy burrow
#

Thanks thanks

ionic oar
#

i wish i could see it in a fast paced environment

foggy burrow
#

I could show you some in game combat

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When I get back

ionic oar
#

but you might be right i think ill just stick with my way and if it's still off during testing ill just change it

foggy burrow
#

Or you could join my discord server link in bio šŸ˜‰

ionic oar
#

yeah ill join i would love to see it in game

foggy burrow
ionic oar
#

sounds good

foggy burrow
#

I also should let yk

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That I’ve compressed all my data

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Into 4 bytes maxed

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So the amount of stuff I send to the server is compressed

ionic oar
#

oh yeah that's also something i need to do

velvet vapor
#

I also asked other dev about it and here is his answer if u are interested

zenith night
pine thicket
#

anyone know how to start coding

wispy totem
#

Just start

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Search tutorial on yt

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Learn from that

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And then go into practise

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Practise is the best way to learn it

pine thicket
wispy totem
#

Connect you with some people that could help you

hidden lintel
#

tryna hover over this text button, but it isnt working for soe reason

wispy totem
pine thicket
wispy totem
#

So its my second try basically

pine thicket
pine thicket
wispy totem
#

Oh yea i heard his name

wispy totem
pine thicket
wispy totem
#

But the syntax is different

#

With lua

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like c#

west rain
#

Can anyone teach me how to make soccer gfx rigs with the cleats, 3d clothing and frizzy hair if you do hmu it can literally just be a video of you doing a commission and i can just follow along or sum šŸ™

wind pasture
#

would anybody like to help me to make blue lock game i animator i need script man

somber vault
azure sedge
#

Is there any guides/tutorials on how to make a blue lock weld system?

velvet vapor
azure sedge
desert spire
#

bruh its so hard to find an actually dedicated scripter

velvet vapor
#

Guys, I got stuck with a problem:

Player in my game can shoot a rocket. When he does it, he uses remote and then one invisible rocket is shot on the server to check hits and on all clients there are client-rockets for better visuals. The problem is that because of replication of characters, my server-rocket finds a touch when in fact the player on his client is not in this point -- he ran from that place before. Server fires clients back that there was hit but on the client it looks like that rocket hit you while it was behind and haven't managed to touch you yet. What's the best approach for this kind of problems?

candid kestrel
quaint depot
cinder temple
#

does anyone else seem to be having issues with specialmeshes in character hairs?

#

in studio it seems to function properly but in game it seems to be automatically set to black

velvet vapor
quaint depot
#

I mean like when the rocket is fired, send the direction and starting position to the server then use raycasting along the rocket's flight path on the server to detect hits, send the result back to all clients (e.g., who was hit, or if no one was) then the client can then handle the visual effects (explosion, damage) based on the result.

#

could be bc of lag (shitty roblox servers)

velvet vapor
# quaint depot I mean like when the rocket is fired, send the direction and starting position t...

I do everything as you said (I detect hits by couple of ifs because the game is in 2d and I do this ifs every heartbeat but nevermind), but even with me running it like locally by pressing 'play' there is a thing that it takes time to replicate the character so the character on the server have a delay and because of that rocket hits him faster than in fact is should be on the client of a sender. (how it will look on the other players client I haven't looked yet tbh)

#

so on the sender's client it's like rocket didn't reach him yet but he was hitted

quaint depot
#

okay i understand it better now the main problem comes also from server-client replication delay. The server checks for hits based on slightly outdated positions, causing the rocket to hit faster than expected, right? You can use client-side position prediction to account for the replication delay on the server. This means that, even though the server has a slightly outdated position of the player, the server can predict where the player should be based on the velocity and direction they were moving

#

step 1: When the rocket is fired, send the player’s velocity and position along with the rocket’s data to the server.
step 2:The server can use this information to predict the player’s position at the time the rocket hits, based on the time since the rocket was fired.
Example: If the server knows the player’s velocity and the rocket’s travel time, it can predict the position of the player when the rocket reaches them, and check the collision at that predicted position, rather than the slightly outdated position the server has

quaint depot
#

Or you can try a weird method maybe like when the rocket is fired, send the time it was fired to the server. The server then uses the time of the shot to calculate the rocket’s position at the time of collision, effectively "rewinding" to the moment when the rocket was fired then the server checks for a hit at this "rewound" time (adjusted for the replication delay), ensuring the rocket isn’t hitting the player too early ykyk?

#

check dms i sent you a sample

potent canopy
#

for example

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I can easily type this

#

script.Parent.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild("Humanoid") then
hit.Parent.Humanoid.Health = 0
end
end)

random quarry
#

anyone know how to code this to where players can see other players images going up the bar

rugged sun
random quarry
#

or tell me

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what to do

rugged sun
#

yeah go to dms

random quarry
#

alr

shy dock
#

how do people make gore systems, mainly detecting where the hit is

shy dock
#

obviously but do i use the normal?

#

because each limb has certain stages and i have no ides how to detect what area it should cut off / load the new mesh

static coral
#

and then you can have multiple meshes for different stages of damage

shy dock
#

some limbs have like 3 stages

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if a sword or something hits the top, how do i detect that

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because it could be anywhere

static coral
#

the top? as in the head?

shy dock
#

if a sword hits an arm, how do i detect if its at the top, the bottom, or the middle and apply a mesh depending on the hit point

static coral
#

maybe just calculate offset from center of part

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but i dont think it needs to be that accurate

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just need to know which part was hit

shy dock
#

so i get the normal and check the offset?

shy dock
static coral
shy dock
#

from the result

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i get the normal

static coral
#

ig u can but i dont really see a use for getting it

shy dock
#

you have seen an advanced gore system before right

static coral
#

i think so?

shy dock
#

they have a thing where if you shoot the right side of a players head or something, it will load a mesh with a hole in the right

#

i have no idea how to detect where the hit is

static coral
#

oh

#

hmmmm well just calculating the hit position’s offset from the center should be enough to figure out where it hit

shy dock
#

but if i have one at the top and the right with the same offset to the center, it wont work

#

would i put attachments in the body part then detect if the hit is at the attachment and bind it to certain mesh?

static coral
#

you could also divide parts into sections, for example divide head into 4 sections:
top left, top right, bottom left, bottorm right. when the hit position offset is past a certain value or below a certain value it can determine which section of the head was hit

shy dock
#

ill see if i can find something to base it off of

#

online

static coral
#

šŸ‘

shy dock
#

thanks for helping

static coral
#

np

random quarry
#

anyone know how you to make it so players are able to see other players images going up the bar?

sudden estuary
random gulch
#

i accidentally copied someone portfolio html and pasted it into vs studio

random quarry
civic garnet
median stone
#

im trying to make a code door where if you click book in order, then you get teleported. also i dont know how to make it so there is no click indicator
any help?

sudden estuary
random quarry
#

When a new player joins the game it creates a new Imagelabel with there roblox icon that everyone else in the game can see when they are going up the ladder and on spawn

sudden estuary
random quarry
random quarry
sudden estuary
#

whats tracker2

random quarry
sudden estuary
#

okay

#

u need to implement a loop to update the position

#

and do what the guy above said

#

set the scale y offset to the ratio and u should be fine

random quarry
sudden estuary
#

Udim2.fromScale(-.977,ratio)

#

this should be your position

#

ratio being the one mentioned above

#

update that in a loop for all players

random quarry
#

alright

#

so this looks good?

#

and just add a loop to update players position

lofty plinth
#

U'd need to dynamically adjust it on the axis u wanna move it

#

Thats a fixed position

#

How do u wanna calculate the position?

#

Stage, position closest to the end ect...

random quarry
#

i have tracking system set up for 1 player image but i want it to be sersided so everyone can see others images

lofty plinth
#

So basically the higher you are the further up on the bar u want it?

random quarry
lofty plinth
#

Get the highest position and use that as the end Y

random quarry
lofty plinth
#

(1/endY)*currentY

random quarry
#

just selecting the very top ladder?

lofty plinth
#

Get the position of it

#

Quickest way i can think of

#

But u can also make the code check for the part and do it like that

#

Then whenever u adjust the ladder u can just move the part w

median stone
#

can anyone help? this doesnt work

local bo1 = script.Parent
local bo1click = bo1.bo1click
local number = ""
local code = "3"

bo1click.MouseClick:Connect(function()
number = number.."3"
if number ~= "3" then
number = ""
end
end)

if number == code then
print("complete")
end

random quarry
lofty plinth
#

Place a part at the top

#

Scaling it would set the position at the center

random quarry
#

its at top

#

its the 2755 right

lofty plinth
#

Yeah

#

So ur formula would be (1/2755.65)*PlayerCurrentY

#

For position

random quarry
#

this is the script i already have that works this is in the ScreenGUI for "Tracker2" which is the bar

#

where would i put it

lofty plinth
#

Where 1- normalizedPosition is

lofty plinth
median stone
rugged sun
random quarry
#

this right

lofty plinth
#

Yeah replace the 1-norm on that line with it

lofty plinth
median stone
lofty plinth
rugged sun
#

wdym?

lofty plinth
random quarry
#

how would i put this in the script for the Y thing you did

median stone
lofty plinth
random quarry
lofty plinth
#

Replace PlayerCurrentY without playerY

lofty plinth
#

Is it on the server?

rugged sun
#

oh okay gimme a sec

random quarry
#

how would i seperate the "playerY"

lofty plinth
#

(1/2775)*playerY

random quarry
#

correct? just need clairifcation

lofty plinth
#

Ye correct

random quarry
#

alright

random quarry
#

instead of making that the top of the bar

rugged sun
#

nexustar

#

thanks bro the script you gave me worked

random quarry
lofty plinth
#

Does it update correctly when u try to go higher or lower?

random quarry
#

Distopian i didnt ping you

median stone
lofty plinth
random quarry
#

i placed a part at the bottom

lofty plinth
#

1 sec lemme check smth rq

random quarry
lofty plinth
#

Can u show me the properties for the bar?

random quarry
#

like whats in the ScreenGui?

#

oh nvm

#

ik what you mean

random quarry
#

Bar properties

lofty plinth
#

Wondering if its rotated or smth because the formula should be fine

#

What about the plrImage properties

random quarry
#

of the image

lofty plinth
lofty plinth
random quarry
median stone
lofty plinth
# random quarry

Could u do me a favour and select the bar plus the plr img in explorer and show me the highlighted gui objects

#

Wanna make sure they are actually connected

random quarry
#

this what you mean?

#

Give me a second im sending other SS

lofty plinth
#

Yeah

random quarry
lofty plinth
#

Logically it should work hmm

#

Probs missing smth imma look back rq

median stone
random quarry
#

its just inverted it seems

random quarry
lofty plinth
#

Lemme change the formula slightly rq

#

Then ill help em

random quarry
lofty plinth
#

(1/2775)*(2775-playerY)

lofty plinth
lofty plinth
random quarry
lofty plinth
#

Forgot to put the 2775- woops

#

Ye replace formula with that

random quarry
#

like this?

lofty plinth
#

Yup

random quarry
#

NICE

#

worked your goated

#

Thanks

lofty plinth
#

If u ever wanna make it higher just adjust the 2775 or connect it to the part Y

rugged sun
#

guys

rugged sun
#

i need a button for it to stop

#

but my script isnt working

random quarry
rugged sun
#

thanks

lofty plinth
random quarry
# lofty plinth W

when ever your avaliable you know how to do the thing where when a player joins it creates a new image label with there roblox profile image that everyone can see

#

I can pay you to help me

#

I'm getting paid soon

lofty plinth
#

I can help for free you just need to use PlayerAdded and PlayerRemoved and loop through all players on joining

median stone
random quarry
lofty plinth
#

Send me the code u have rn ill whip up an example

lofty plinth
#

Keep forgetting to reply

thick sluice
random quarry
lofty plinth
#

Nah not needed

#

Will be running on the client

random quarry
#

So where should i place?

#

sorry for so many questions

#

fairly new

lofty plinth
#

Where u have it rn should be fine

thick sluice
#

how do i make a throwable tool

lofty plinth
#

I meant send me it so i can change the code for multiple players

random quarry
#

alr

lofty plinth
#

Thx

#

Almost done

random quarry
#

alr

thick sluice
#

alr

lofty plinth
#
local Players = game:GetService('Players')
local RunService = game:GetService('RunService')

local localPlayer = Players.LocalPlayer

local playerGui = localPlayer:WaitForChild('PlayerGui')
local playerImageTemplate = playerGui.ScreenGui.Tracker2.PlayerImage:Clone() --Don't want this to mess with the actual layout
playerGui.ScreenGui.Tracker2.PlayerImage:Destroy()

local MAX_HEIGHT = 2775 --I'd reccomend replac
local TRACKING_PLAYERS = {}

local function getPositionFromY(plrY)
    return (1/MAX_HEIGHT)*(MAX_HEIGHT-plrY)
end

local function trackPlayer(plr, char)
    if TRACKING_PLAYERS[plr] then return end
    TRACKING_PLAYERS[plr] = playerImageTemplate:Clone()
    playerImageTemplate.Parent = playerGui.ScreenGui.Tracker2
    pcall(function() playerImageTemplate.Image = Players:GetUserThumbnailAsync(plr.UserId, Enum.ThumbnailType.AvatarBust, Enum.ThumbnailSize.Size100x100) end)
end

local function untrackPlayer(plr)
    if not TRACKING_PLAYERS[plr] then return end
    TRACKING_PLAYERS[plr]:Destroy()
    TRACKING_PLAYERS[plr] = nil
end

local function onCharacterAdded(plr)
    plr.CharacterAdded:Connect(function(char)
        trackPlayer(plr, char)
    end)
    plr.CharacterRemoved:Connect(function()
        untrackPlayer(plr)
    end)
end


RunService.RenderStepped:Connect(function()
    for plr, frame in pairs(TRACKING_PLAYERS) do
        frame.Position = UDim2.new(-.942, 0, getPositionFromY(plr.Character.HumanoidRootPart.Position.Y), 0)
    end
end)

Players.PlayerAdded:Connect(trackPlayer)
Players.PlayerRemoving:Connect(untrackPlayer)

for _, plr in pairs(Players:GetChildren()) do
    trackPlayer(plr)
end



This is not the best code in the world since I rushed it but this is essentially what u wanna do

random quarry
#

ok

blazing coral
#

Is faded between teleports a good idea

random quarry
#

do i replace everything or add it in a blank part of the script

lofty plinth
lofty plinth
blazing coral
lofty plinth
#

I havent tested it so it might not work as intended

lofty plinth
random quarry
random quarry
random quarry
#

just not working

lofty plinth
#

Go to line 34

#

Replaced CharacterRemoved with CharacterRemoving

random quarry
#

ok

lofty plinth
random quarry
#

alr

#

your good

#

take your time

lofty plinth
#
local Players = game:GetService('Players')
local RunService = game:GetService('RunService')

local localPlayer = Players.LocalPlayer

local playerGui = localPlayer:WaitForChild('PlayerGui')
local playerImageTemplate = playerGui.ScreenGui.Tracker2.PlayerImage:Clone() --Don't want this to mess with the actual layout
playerGui.ScreenGui.Tracker2.PlayerImage:Destroy()

local MAX_HEIGHT = 2775 --I'd reccomend replac
local TRACKING_PLAYERS = {}

local function getPositionFromY(plrY)
    return (1/MAX_HEIGHT)*(MAX_HEIGHT-plrY)
end

local function trackPlayer(plr, char)
    if TRACKING_PLAYERS[plr] then return end
    TRACKING_PLAYERS[plr] = playerImageTemplate:Clone()
    TRACKING_PLAYERS[plr].Parent = playerGui.ScreenGui.Tracker2
    pcall(function() TRACKING_PLAYERS[plr].Image = Players:GetUserThumbnailAsync(plr.UserId, Enum.ThumbnailType.AvatarBust, Enum.ThumbnailSize.Size100x100) end)
end

local function untrackPlayer(plr)
    if not TRACKING_PLAYERS[plr] then return end
    TRACKING_PLAYERS[plr]:Destroy()
    TRACKING_PLAYERS[plr] = nil
end

local function onCharacterAdded(plr)
    plr.CharacterAdded:Connect(function(char)
        trackPlayer(plr, char)
    end)
    plr.CharacterRemoving:Connect(function()
        untrackPlayer(plr)
    end)
end


RunService.RenderStepped:Connect(function()
    for plr, frame in pairs(TRACKING_PLAYERS) do
        frame.Position = UDim2.new(-.942, 0, getPositionFromY(plr.Character.HumanoidRootPart.Position.Y), 0)
    end
end)

Players.PlayerAdded:Connect(trackPlayer)
Players.PlayerRemoving:Connect(untrackPlayer)

for _, plr in pairs(Players:GetChildren()) do
    trackPlayer(plr)
end



#

I was editting the template not the actual 1

#

That should do it

random quarry
#

perfect

#

works thanks

#

now i need to test if other players images show up

#

how do i test this

#

just uploading game

lofty plinth
#

U can use studio playtest to simulate multiple players

dense ruin
#

if everything else works except thumbnails, just test it with internal server for the meantime then use a phone with an alt account while you use your main on the website

#

i used thumbnail stuff for my game when people joined

lofty plinth
#

If it works with 1 itll work with multiple players icon wise

random quarry
lofty plinth
#

.```lua
Code here

#

Remove the . And end it with ```

dense ruin
#

oh yea, i keep thinking of it as if its just like my game where the only person you cant see is yourelf

#

yep, use ur brain, solo play on the website

zenith night
#

like this

random quarry
#

ohh

#

i see

lofty plinth
#

1 day they'll add it for mobile 😭

random quarry
#

yea

zenith night
#
it's already here
lofty plinth
#

Forgot 2 do it here

random quarry
#

LETS GOOOOOOOOO

#

it works @lofty plinth

#

W bro your a goat

lofty plinth
#

Perfect

random quarry
#

mind if i add you?

zenith night
lofty plinth
#

I'd prefer 2 not atm my list is a mess lol

#

If u send a request tho i can later

#

Wanna clear it out first

random quarry
#

Not a problem, thanks a lot for the help

#

Have a good night

lofty plinth
#

U 2

slender owl
#

anyone here experienced in the fusion framework?

jolly vessel
oak nova
#

anyone here familiar with profileservice?

#

i have a question

hoary cedar
jolly vessel
oak nova
# hoary cedar What is it?

im trying to make a system for my unit battledefense game. So far I have the main stuff, such as currency, & player level. Right now I am stuck on figuring out how I'll be able to make the unit's level up after the player finishes a run.

oak nova
#

too give a clear example of how the leveling system works, it's basically like those anime tower defense games

slender owl
jolly vessel
slender owl
#

so what?

#

you're the same person charging 2k for a simple leveling system

oak nova
#

so um

#

can anyone help me...

jolly vessel
slender owl
#

failed ragebait

rustic torrent
#

ai is doing pretty nice with stuff now,

midnight escarp
#

does wathcign a system tutorial and trying to understand and not jsut copying it makes me better and also is that the best method also sometimes it takes me 1 hour even i just watched 5 min of the video tryna fully understand it ( i replay it over and over)

oak nova
#

crazy how I got left on seen by the whole server šŸ’”

#

can't even ask for help nm

slender owl
rustic torrent
slender owl
dense ruin
#

peaspod + devking + suphi kaner

#

in that order

dense ruin
#

make games with bad code, make more games with bad code until they have less bad code

#

also b ricey

oak nova
slender owl
#

is this id unique per unit summoned or is the id preset for the type of unit it is

oak nova
#

unique

slender owl
#

Hold up call me i can try to help

oak nova
#

so it comes out like this when u check the player data

{
                    ["Currency"] =  ā–¶ {...},
                    ["Inventory"] =  ā–¼  {
                       ["Hotbar"] =  ā–¶ {...},
                       ["OwnedUnits"] =  ā–¼  {
                          ["Dummy1ImageButton_001"] =  ā–¶ {...},
                          ["Dummy1ImageButton_002"] =  ā–¶ {...},
                          ["Dummy1ImageButton_003"] =  ā–¶ {...},
                          ["Dummy1ImageButton_004"] =  ā–¶ {...},
                          ["Dummy1ImageButton_005"] =  ā–¶ {...},
#

alr

somber vault
#

Like it could work but it could be unoptimised, unorganised etc

dense ruin
#

you will look back and it will be clear

#

like aging. you dont notice it day by day until you look back and its a different person

gloomy kraken
dusky fox
#

yo does anyone know how to go about making transformations?

dire patio
#

how much money should i put into ads?

#

on a cash grab game

cold vigil
#

ive checked my script for these multiple times

#

i havent touched lua in a while honestly

lean ocean
#

LOL

cold vigil
#

i asked like 2 friends that makes games too

#

nobody knew what was happening

#

im deadass bro

#

please

lean ocean
#

I can't help

#

I don't build

cold vigil
#

humanoids have normal walkspeed and everything too

cold vigil
cold vigil
#

i dont have weird invisible parts on the build

gloomy kraken
hoary cedar
#

The dragging part isn't all that hard to implement, but with the introduction of drag detectors, the UIDragDetector takes care of that work. The rest is just state management and proximity calculations

lean ocean
#

you can easily make it without a uidragdetector too

hoary cedar
#

"The dragging part isn't all that hard to implement"

#

Lol

#

Definitely not worth it nowadays

#

Use what's given to you

cold vigil
#

no builds at all btw

#

does roblox rigs from avatar builder work??

#

i genuinely dont fucking undertstand

gloomy kraken
#

alr ty for explaining

cold vigil
#

does anyone know whats even happening

primal cave
#
if randomnum < rarities[rarity] or randomnum == rarities[rarity] then
                local minStock, maxStock = restockrange[rarity][1], restockrange[rarity][2]
                currentStock[seedName] = math.random(minStock, maxStock)
            end

can sm1 help me?? I cant see the err here

cold vigil
#

"singularitycodes"

#

use <=

#

& show the error msg

runic quarry
quaint depot
#

does anyone maybe know whats the best way to code a transformation? like do i have to insert a tool or clone the character and then change the humanoid?

ivory osprey
cold vigil
cold vigil
ivory osprey
runic quarry
#

Anyway good to check anyways

cold vigil
#

?

runic quarry
cold vigil
#

or do you mean it non-sarcastically

runic quarry
#

I mean I know it works now but

cold vigil
runic quarry
#

No he's just saying it's like the common IT problem solving method

#

Of turning something off and on

#

And that similarity is amusing

cold vigil
#

yeah but just to make sure

runic quarry
#

Does it matter

cold vigil
#

it does to me

runic quarry
#

You don't even know bro

cold vigil
#

do you even know?

runic quarry
#

Why do you need to care

#

He could be 7 for all you know

cold vigil
#

because it matters to me

#

maybe

runic quarry
#

Just send the script

cold vigil
#

hollon

#
local pause = v:FindFirstChild("pause")
if pause then pause=pause.Value else pause=0 end
hum:MoveTo(v.Position)
hum.MoveToFinished:Wait()
task.wait(pause+math.random(0.32,0.75))
if i >= #mainpath:GetChildren() then
  rig:Destroy()
end```
#

woah

#

whyd it do that

white linden
#

Guys. Who has ever cashed out robux before here???

runic quarry
cold vigil
runic quarry
#

IntValue

cold vigil
#

IntegerValue yes

#

IntValue isnt instance

#

instances are objects like parts, etc.

runic quarry
#

Why are you setting pause=pause.Value

cold vigil
runic quarry
cold vigil
#

some waypoints didnt have a pause

runic quarry
cold vigil
#

so i just put that in

runic quarry
#

And won't be treated as a IntValue right

cold vigil
runic quarry
#

Well I mean

cold vigil
#

and i used it for the task.wait()

#

and added some randomness to it

runic quarry
#

I guess it's fine

#

Just a studio bug then

cold vigil
#

yeah i kind of do things pretty different from others

candid pumice
#

Do battleground games play animatikns server sided or client sided?

candid pumice
gloomy kraken
candid pumice
gloomy kraken
candid pumice
# gloomy kraken yes

So I just play it on my self and send a remote event. My movement gets synced across server to other client and the defender recieves a remote. And defender play it on their self and that animation also gets synced with other clients. Correct?

gloomy kraken
#

i mean you also could add sanity checks to make sure the right animation is played

candid pumice
gloomy kraken
#

no its because anything that happens on the client stays on the client except remote stuff

candid pumice
#

So if I played it again from other client isnt it going tk overlap

candid pumice
gloomy kraken
candid pumice
#

😭

#

They are just moving parts?

#

Not animations?

#

I dont get it

gloomy kraken
#

emotes are animations

#

think mark think

candid pumice
#

Thats what I said dude

#

Im gwnuinely trying to understand how to sync animations

wide dune
tropic sequoia
#

Somebody help me out with some facts, if I have 2 for loops inside one another. Can I force continue the loop that is not embedded within the other loop.

#
        for i = 1, #cloned_slots, 1 do
            if cloned_slots ~= nil then
                if cloned_slots[i]:GetAttributes() and i > #cloned_slots then
                    
                end
                if materials == block_data then
                    cloned_slots[i]:SetAttribute("ItemName", block_data[materials]["Name"])
                    cloned_slots[i]:SetAttribute("ItemId", block_data[materials]["Id"])
                    cloned_slots[i]:SetAttribute("ItemCapacity", block_data[materials]["Capacity"])
                    
                else
                    cloned_slots[i]:SetAttribute("ItemName", "")
                    cloned_slots[i]:SetAttribute("ItemId", "")
                    cloned_slots[i]:SetAttribute("ItemCapacity", 0)
                end
            end
        end
    end```
#

This loop has so many bug that needs fixing but I just need an idea of how to professional use for loops in this sense

velvet vapor
tropic sequoia
#

yes

spiral jungle
#

yes

velvet vapor
#

i mean you can just break the internal and external will go the next iteration?..

velvet vapor
#

or i don't understand the problem

tropic sequoia
#

maybe I ain't being clear, I tried breaking the for loop but I want it to repeat the i = 1, #cloned_slots do process on the next value of the array.

velvet vapor
#

if you break the internal loop the external one will move to the next step and it will again start your

i = 1, #cloned_slots do
tropic sequoia
#

oh fr?

spiral jungle
#

Yes

velvet vapor
#

it only breaks loop when you wrote it

#

not all loops

tropic sequoia
#

then it should be a problem with my data module it returns a table full of data

#

maybe I didn't call it properly

velvet vapor
#

check that you wrote it in the right place, maybe you broke the external one

proud lantern
tropic sequoia
#

?

tropic sequoia
spiral jungle
proud lantern
#

how long have you been doing robolox scripting, how long did it took to be able to code in diff game?

tropic sequoia
#

only have a year experience

tropic sequoia
#

If you are scripting continuously, everyday. You will be better than most.

somber vault
tardy pasture
jolly vessel
orchid osprey
somber vault
somber vault
jaunty path
somber vault
jolly vessel
somber vault
somber vault
#

when i get home in an hour we can try to fix it

jaunty path
jolly vessel
somber vault
#

alright

tardy pasture
#

i mean i sometimes use ai but i understand what it writes

misty lodge
#

i only use ai to write long dictionaries

muted lake
pine torrent
#

Like tweening the gui

#

I don't use it for advanced coding

brave jay
#

is this good sorting or nah

pine torrent
#

But it looks like classic way to sort it

civic pulsar
#

i dont understand the language of this tribe

#

i admire programmers

arctic ginkgo
#

Ayo does anybody have any good plugins for organizing a messy studio? Into folders and stuff

#

I looked around found a few potential ones I could use

tropic sequoia
#

Guys can you help me understand how to use table.sort with instances that have the same name as a number? For example, function sortTableData(tableData) table.sort(tableData, function(a, b) return a[2] > b[2] end) end

#

this will always return either 2 syntaxs. 1 being: 2 is not a valid member of Folder "Players.SilentReap0.Slots.Backpack.14"

#

2 being: Players.SilentReap0.PlayerScripts.Client.BackpackService:146: attempt to compare Instance < Instance

rocky lynx
#

Are they value types?

tropic sequoia
#

yeah

rocky lynx
#

then do

#

a["2"].Value > b["2"].Value

somber vault
#

Ohhh ā€œ2ā€ is the name?

#

Thought you were going through an array or something

tropic sequoia