#code-discussion
1 messages Ā· Page 58 of 1
it boosts performance and reduces your storage by getting rid of waste
I already did, i gained 20gb of ram and 2tb of sotrage
This is an executor
Is this an Executor??
I don't understand what you're talking about
no it's a ide
or something
i dont understand what you're talking about
Don't tell Sam about this guys, but i think his name is... Sam šØ
Very normal guy
you see me standing all alone
Nah I'm not a low level guy
But maybe C
lol what?
c++ is a extension of C
Gotta keep it simple buddy
low level languages are the futureā¢ļø
it's not difficult
void lendmeyourstrength() {
š¤Ŗš¤Ŗš¤Ŗš¤Ŗš¤Ŗš¤Ŗš¤Ŗš¤Ŗš¤Ŗ
}
Rust is the future
Hey
Bold of you to assume we're guys..
[[maybe_unused]] void lendmeyourstrength()
{
}
No
hi men
and women
I'm a POC
Bold of you to assume we're men...
first of its kind in the IDE for roblox scene...
hi people
Bold of you to assume we're people...
hi iisle
š¤š¤
šµšøā„ļø
Hello
ngl i need me an ingame script editor
Well well well...
bro ive seen your pfp like 20 times before
no shit its lego darth vader
best lego character
Of course you want an ingame script editor
Always the Schedule 1 players
ye for my game
its really good for testing imo
Mhmm... sureee...
yea
i used iris for it
its like imgui embedded
but i prefer to use imgui
profile service or roblox datastore??
š my structure
english or spanish? whoever moves first will need to learn datastore!
im doing for skateboard game š
shit language
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
I've been doing it for like 9 years but Rust is better
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
what about remote events/functions
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
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
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
There's a lot of vids on it
just watch those and apply knowledge urself
Ik, i also watched some of them, but didnt find the answer
damn lowk who can I pay to install this pathfinding scripts https://www.youtube.com/results?search_query=working+noobpath+npc+roblox https://create.roblox.com/store/asset/135165598765146/NoobPath
Meeee
dm me
2 months of luau and i still suck š
Yo
Do you know the quadratic formula?
Yeah
one of the roots
C-- ??!
Why the the trail is lagging? Is it my pc or it's basic problem with trails?...
isn't that how they work
like in every game
i thought it will dissapear smoother
So what are you stuck on?
I'm not stuck on anything, I do GFX which occupies a lot of my time
š
mostly has to do with the structure and optimization of the code
at least I think
Oh yeah thereās some work that could be fixed
are you familar with typescript in luau
Iām guessing they arenāt
no
QuadraticFormula(B: number, A: number, C: number, AddOrSubtract: string): (number | string)
datastore are easy to understand onec you get ahold of the basics icl
Yeah but thatās not the thing that could be changed
Instead of returning each time
i know but its also helpful learning that
Just make a variable
And then just return that at the end
Instead of returning at the end of each script
youj could argue he doesnt even need if statements too
how 2 learn this typeshit
typescript*
you dont need to learn typescript just learn types
what are types?
whats the point of ts in roblox
oh
No idea
i find it useful
It's more of an experiment maybe
I just wanted to make something that used math
just to refresh my knowledge
It doesn't really have any practical use for now in my mind
what have u been doing for the 2 months
change the properties
what property?
Remote functions and events, experimenting with parameters, sound and sound groups, tables, events, coroutines, task functions, collection service, debris and a bunch of other stuff
I'm just really slow
I'm 14, I haven't really been taught anything about programming languages up until 8th grade so everything I learn is very new for me
which makes progress slow
good job starting early
yeah IGSCEs only cover pseudo code
they start the actual programming languages from A levels
thanks, it really became better
Real
Could make that function in like 2 lines
hey.so how long would it take for me to learn the coding stuff,to be able to become a dev for a game
stupid question,it all depends on your effort im guessing
i think u can do it in a month
if you dedicate 10 hours of your day to scripting
10h per week? or day
per day
actually I think its different for everyone
yeah
its unrealistic and you have to be pretty unemployed to do that
I split my time up 2 90 mins sessions
if you practice 10 hours a day though, can you learn like 60% of luau in a month?
you gotta be 100% unemployed and also rlly determined
Guys, is it hard to make a rng game
staying on track is kinda hard
Ah
real
with literally any activity in the world
yes, especially to the point of 10h
depends on what you wanna add
I think someone who has severe autism and is 100% unemployed can do that
you could just do print(math.random(1, 10)) and its an rng game
Nah no such thing as learning luau 100%
he said 100% unemployed
Just learning to problem solve and read
high probability of getting burnt out
No I know
But you said 60% of all Lu
Luau
Thereās no such thing thatās that
newton used to do his stuff for 18 hours a day
regardless of wtvr
only thing that could help is your own management
Just learning to code
and every commission then asks for a full combat system
script fps system pls we don't have gun model, vfx, or animations
Real
maybe they atleast have some sfx :D
But nah just learn basics of programming is ez
you just add a part
Trust
and boom
( and script the system with that )
Frrr
when you learnt basics how did you continue
Just applied the basic knowledge of programming to greater things
Like if I wanted a countdown system
To display a timee
creating something you think you can do and then expanding from it?
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
I would use my knowledge on for loops
Basically your base is going to remain the same
For countdown system
Nah
The legit basics
You need to just know the basics
like general coding basics first then the lua methods
And then you can code LITTERALLY anytbing
ex: if statements, while and for loops, functions etc
true yeah
just do some documentation if you get stuck
1: functions
2: loops
3: conditional statements
4: variables
5: tables
6: data types
All you need to know
i did print ---> data types ---> variables ----> arithmetic operations ---> conditions ---> functions ---> parameters & return ---> loops ---> tables
Yeah
ik the basics and many other stuff like using inheritance in oop i just feel like im making slow progress
oh and also
/quue
module scripts
i've struggled a lot to understand oop
I still haven't touched module scripts
Thatās why you gotta do some checks smaet
Yeah I donāt use it ever
isnt oop just make the function somewhere so its stored there
and then call it from every object that you wanna move or wtvr
Been scripting for 2 years
Kinda
I mean I use oop here and there
i used it to seperate common functions that an npc has from unique like abilities and other stuff
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
But no where compared to other programmers
Yeah
oop is actually just a myth
I make gfx with fucks up my time to learn scripting
its not real
Input -> server -> client
just like Australia
Donāt do any yielding on the server
thats basically how it goes now, but its not responsive enough
Just basic checks
Really? What checks are you doing
Donāt yield any code
No
not much really just checking cooldowns
Hmmm
just store the cooldown in a boolean
check*
Well yeah
im not having any problems with my cooldowns and i would still have to check the booleans
Itās cause your using task.wait() corrects?
To wait and then put the cooldowns back
Are you using a server script for each skill or one main script
nah im comparing os.clock() for cooldowns and storing the last use of each skill
what are you trying to do?
reduce latency in my skill system
Oh
Nah
Wait better
And much more simple
how is it better?
But either way works
oh it wasn't too complicated for me to implement and works fine rn
Doing comparing of os.clock and stuff is longer compared to doing task.wait(1)
Yeah it works
But thereās just an easier way
Anyway you donāt answer my question
oh sorry each skill has its own module script
Is each skill have their own server script?
and i have one main script that calls the corresponding function for each skill
And a remote event fires to that module
And then the module fires to the script?
Client script
is that the other name for a local script
client script fires remote -> server script recieves remote -> server script calls the function that corresponds to the skill the client sent
yep
Well thatās why
Is the cooldown for that script handled there too?
Like that script handles skill cds?
no cooldowns are handled inside the modules
?
Does this latency happen after you use a skill
So a skill works fune
And then you try to use another one
And thereās latency
Or just from the start
just from the start
Okay
let me show you an example
yep
blue box is spawned immediately with player input, red box is spawned from the server
while walking theres a clear delay of where the red hitbox is
and you can see that when i stand still and use it they're in the same place
Is that the latency youāre talking about?
yep
Well
Then thereās no issues
There will always be delay
Itās impossible
To make it not delay
I thought there was a significant period of time
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
are you using task.wait?
I do client sided hitboxes yes
I do
nope its just replication lag
roblox issue i think
so you do hitboxes during input??
No
I do hitboxes after the server checks its
and i wouldn't trust client hitboxes exploiters can just abuse that
not really an issue but that's just how it goes if that makes sense
Hitboxes should be done on the client they are smoother
Thereās always going to be delay through network, unless you have 0 ping
Which is impossible
so you don't have the same problem i have?
cause technically you're going client -> server -> client if im understanding you right
oh does it?
Yeah
yeah why would you want to initiate a hitbox on the server side?
We just said it bro
For exploiters
Itās safer
to prevent exploiters. if you have client sided hitboxes then exploiters can also use those client sided hitboxes
and make their own
ohh
I use spacial queries
For my hitboxes
game.Workspace:GetPartsBoundInBox()
That returns a table of everything that the invisible box hit
You can then loop through that table
And check if anything is a player
And then do your dmg stuff
Tho I have this inside a module
Called hitbox handler
Thatās I just require from the client
And then I have a remote event that fires to the server after a successful hit
i honestly don't think that won't fix the network replication lag but i do also use spatial queries a lot
Well yeah it wonāt fix it
But thatās just how I do hitboxes
You shouldnāt use parts
ohhh okay
Do you use .Touched()?
Well yeah I use parts to simulate hitboxes too for visuals
But I know that there is visual lag
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
Nah I wouldnāt do that
You gotta do checks
Thatās why client -> server -> module -> client
Is Litterally the best skill framework
Client just handles input
Checks on the server
Then fires that skills server module to start the skill
it's not tho theres so much input lag
Not really
i think a better way is input + immediate vfx -> checks + hitbox -> more vfx
Well how are you gonna have the players see all the VFX?
It has to go through a server boundary
Unless your making a single player game
None of the players are gonna see your starting VFX off of input
that's true i might have to do immediate vfx for the player using
Idk your over complicating things
i don't think so, my game needs combat to be responsive
Iāve been working on my project for about 1 year now and Iāve achieved really good combat
i've also made some pretty good combat systems but this is an issue i've been wanting to solve for a minute
its very obvious in the video i sent before
Yeah cause your basing it off of parts
Which I told you wasnāt a good way to do it
Have you tested your combat in a fight?
This is what Iāve gotten
Ignore the anim at the beginning
Thatās what the skill looks like in game
Itās pretty responsive
I programmed that using my framework
And Iāve achieved a pretty good combat feel
Fast paced
that looks good
Thanks thanks
i wish i could see it in a fast paced environment
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
Or you could join my discord server link in bio š
yeah ill join i would love to see it in game
Cool cool!
We donāt have any fast paced combat vids yet but I could send you a video when I get home
sounds good
I also should let yk
That Iāve compressed all my data
Into 4 bytes maxed
So the amount of stuff I send to the server is compressed
oh yeah that's also something i need to do
I also asked other dev about it and here is his answer if u are interested
anyone know how to start coding
Just start
Search tutorial on yt
Learn from that
And then go into practise
Practise is the best way to learn it
thank you
Connect you with some people that could help you
tryna hover over this text button, but it isnt working for soe reason
Btw im also new at coding
how long ago did you start
I started 8 months ago with the basics like variables, if statements and so on. Then i made a big break and now im learning everything again
So its my second try basically
i only started learning like 2 days ago and i only found one guy on yt that was helpful
Can you tell me his name
Brawldevs
Oh yea i heard his name
Im not into roblox scripting i want do build my own game with unity
i used to think all scripting was the same so i thought going to Roblox was going to be easier
The basics yea
But the syntax is different
With lua
like c#
I wonder how the ring looks.
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 š
would anybody like to help me to make blue lock game i animator i need script man
I have been working on this for 2 days now , but I can't decide a thumbnail can anyone tell me a good one?
Is there any guides/tutorials on how to make a blue lock weld system?
what is a blue lock?
Soccer anime like soccer weld system
bruh its so hard to find an actually dedicated scripter
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?
id say use a Raycasting for collision detection 
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
But how does it fix the issue?
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)
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
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 playerās velocity and position along with the rocketās data to the server.
step 2:The server can use this information to predict the playerās position at the time the rocket hits, based on the time since the rocket was fired.
Example: If the server knows the playerās velocity and the rocketās 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
Yea, exactly
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 rocketās 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 isnāt hitting the player too early ykyk?
check dms i sent you a sample
look through the workspace for tipical things and start remaking code the same way and memorizing it and thinking of the code and how it processes and functions
for example
I can easily type this
script.Parent.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild("Humanoid") then
hit.Parent.Humanoid.Health = 0
end
end)
anyone know how to code this to where players can see other players images going up the bar
oh i do
yeah go to dms
alr
how do people make gore systems, mainly detecting where the hit is
raycasting
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
replace hit part with damaged part mesh
and then you can have multiple meshes for different stages of damage
some limbs have like 3 stages
if a sword or something hits the top, how do i detect that
because it could be anywhere
the top? as in the head?
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
maybe just calculate offset from center of part
but i dont think it needs to be that accurate
just need to know which part was hit
so i get the normal and check the offset?
thats not the point
normal of what
ig u can but i dont really see a use for getting it
you have seen an advanced gore system before right
i think so?
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
oh
hmmmm well just calculating the hit positionās offset from the center should be enough to figure out where it hit
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?
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
that can work too
š
thanks for helping
np
anyone know how you to make it so players are able to see other players images going up the bar?
oh thanks, so my assumption wasn't entirely wrong
So simple but i forgot
you script it to make it so
i accidentally copied someone portfolio html and pasted it into vs studio
Thank's for explaining it so well!
player distance from start / total distance from start = your y
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?
vague questions gets vague answers
Well, I feel like i explained it pretty well what i needed help with?
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
then do what butter1796 told , do it for all players in each client
something like this good (Made with AI) I fixed a couple thing's i havent tested yet
do you know how to script?
I know how to tweens, prints, thats about it
it has some mistakes
whats tracker2
The Bar bascially
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
How do i do this i havent really gotten to this yet
Udim2.fromScale(-.977,ratio)
this should be your position
ratio being the one mentioned above
update that in a loop for all players
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...
so when on the ladder it tracks from top to bottom of the ladder and updates on the bar
i have tracking system set up for 1 player image but i want it to be sersided so everyone can see others images
So basically the higher you are the further up on the bar u want it?
yes
there is a problem where like 75% way up ladder it shows there already at the top
Get the highest position and use that as the end Y
how would i find it on the ladder?
(1/endY)*currentY
just selecting the very top ladder?
Place down a part
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
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
so place part closest to top or scale it to the point where its at the top
its at top
its the 2755 right
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
?
Where 1- normalizedPosition is
Errors or just doesnt trigger at all?
just doesnt trigger
this right
Yeah replace the 1-norm on that line with it
Where is the script aand what type of script is it
normal script and its inside a model named bo1
U dont have a touched event?
wdym?
Wherebis bo1 located
how would i put this in the script for the Y thing you did
inside a model named bookshelf
Use the formula I gave u
(1/2755.65)*PlayerCurrentY Exactly like this
Replace PlayerCurrentY without playerY
oh okay gimme a sec
how would i seperate the "playerY"
(1/2775)*playerY
correct? just need clairifcation
Ye correct
alright
you sure its in right spot it puts the player image at the top
instead of making that the top of the bar
np bro
Does it update correctly when u try to go higher or lower?
let me see
no when i climb the ladder it starts going down so should i change to X instead?
Distopian i didnt ping you
@lofty plinth
Whats ur startY?
Show me the explorer hierarchy for it
1 sec lemme check smth rq
btw bro thank you so much for helping
Can u show me the properties for the bar?
Bar properties
Wondering if its rotated or smth because the formula should be fine
What about the plrImage properties
Try using MouseClick over what ur using rn
Stuff like anchorpoint and hierachy
i am i thought
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
Yeah
distopian, any ideas?
its just inverted it seems
if you want to help maymay ill see whats wrong rq
I see what it is
Lemme change the formula slightly rq
Then ill help em
ok
(1/2775)*(2775-playerY)
Can u add a debug print to see if the code triggers at all?
@random quarry
all that into it right
Yup
If u ever wanna make it higher just adjust the 2775 or connect it to the part Y
guys
I can try to help you rq
thanks
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
I can help for free you just need to use PlayerAdded and PlayerRemoved and loop through all players on joining
ive got it to kinda work now. everything goes through but once the code is inputted correctly, you have to enter the code twice for it to work again
when you're done helping maymay you mind walking me through with it im not very good with Lua
Send me the code u have rn ill whip up an example
@random quarry
Keep forgetting to reply
ball
alr should it be in serverscriptservice?
Where u have it rn should be fine
how do i make a throwable tool
I meant send me it so i can change the code for multiple players
alr
alr
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
Is faded between teleports a good idea
do i replace everything or add it in a blank part of the script
Wdym?
Save what u have rn somewhere as a file or smth and replace it with that
Like when you teleport should I add a fade in fade out on the screen
I havent tested it so it might not work as intended
Its preference but it does show polish
only thing is the image wont move up the bar like as he climbs ladder
Any errors?
let me check
ok
Oh nvm im just dumb lemme resend the fix
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
perfect
works thanks
now i need to test if other players images show up
how do i test this
just uploading game
U can use studio playtest to simulate multiple players
this does not get thumbnails however
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
If it works with 1 itll work with multiple players icon wise
how do you paste scripts like this so i can send this guy his stopwatch script
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
like this
1 day they'll add it for mobile š
yea
it's already here
Oh 1 other thing dont forget to clamp it between 0 and 1
Forgot 2 do it here
Perfect
mind if i add you?
would you accept or decline
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
U 2
anyone here experienced in the fusion framework?
Fuck frameworks
What is it?
Fuck frameworks
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.
2k robux and I'll do it
too give a clear example of how the leveling system works, it's basically like those anime tower defense games
that is NOT worth 2k robux
You use a framework bro shut up
If it's so simple tell me how it works
failed ragebait
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)
Its late thats why
what u need help w bro
Also how are you handling the data for the units
@rustic torrent
make games with bad code, make more games with bad code until they have less bad code
also b ricey
so when a player summons a unit, it copies a unitid into the player profile
is this id unique per unit summoned or is the id preset for the type of unit it is
unique
Hold up call me i can try to help
so it comes out like this when u check the player data
{
["Currency"] = ā¶ {...},
["Inventory"] = ā¼ {
["Hotbar"] = ā¶ {...},
["OwnedUnits"] = ā¼ {
["Dummy1ImageButton_001"] = ā¶ {...},
["Dummy1ImageButton_002"] = ā¶ {...},
["Dummy1ImageButton_003"] = ā¶ {...},
["Dummy1ImageButton_004"] = ā¶ {...},
["Dummy1ImageButton_005"] = ā¶ {...},
alr
How do I know the code is bad tho
Like it could work but it could be unoptimised, unorganised etc
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
thats what they all say until an error comes up
yo does anyone know how to go about making transformations?
i swear im not trolling or anything, i genuinely dont understand whats happening
ive checked my script for these multiple times
i havent touched lua in a while honestly
LOL
i asked like 2 friends that makes games too
nobody knew what was happening
im deadass bro
please
humanoids have normal walkspeed and everything too
i dont think its because of the build
i dont have weird invisible parts on the build
how did you make the drag and drop?
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
you can easily make it without a uidragdetector too
"The dragging part isn't all that hard to implement"
Lol
Definitely not worth it nowadays
Use what's given to you
no builds at all btw
does roblox rigs from avatar builder work??
i genuinely dont fucking undertstand
alr ty for explaining
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
Think you'd want to send the relevant code too
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?
could be the speed in your code, idk if you send it yet
first thought it'd be the scripts but found nothing wrong, i restarted my studio and everything worked fine
why would i set the speed to math.huge or smt lol
Ah yes, the "turning it off and on again" method
I mean maybe it's a delta time issue
Anyway good to check anyways
do you need me to send a video
?
You can just send the script
or do you mean it non-sarcastically
I mean I know it works now but
cause like some people say that as if im telling BS
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
yeah but just to make sure
Does it matter
it does to me
You don't even know bro
do you even know?
Just send the script
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
Guys. Who has ever cashed out robux before here???
Pause is an instance value yes?
not an instance value
IntValue
Why are you setting pause=pause.Value
because i wanna check if it exists
Mistype š
some waypoints didnt have a pause
But uh afterwards pause takes on an integer role
so i just put that in
And won't be treated as a IntValue right
exactly
Well I mean
yeah i kind of do things pretty different from others
Do battleground games play animatikns server sided or client sided?
client
How do they sync it exactly
remote events
Does it sync well enough
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?
player plays an animation -> remote event to server -> server fires all clients to play anim -> other players play that animation for the player
i mean you also could add sanity checks to make sure the right animation is played
When I play an animation on myself isnt it auto synced to everyone since I have full network ownership of my character
no its because anything that happens on the client stays on the client except remote stuff
So if I played it again from other client isnt it going tk overlap
How do emotes work. Do we send an event for them aswell so other client can play it on my character?
no emotes arent animations and you'll have to pay 5 trillion dollars to roblox to make emotes
What
š
They are just moving parts?
Not animations?
I dont get it
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
like how to continue external loop while u are in internal one?
yes
yes
i mean you can just break the internal and external will go the next iteration?..
or i don't understand the problem
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.
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
oh fr?
Yes
then it should be a problem with my data module it returns a table full of data
maybe I didn't call it properly
check that you wrote it in the right place, maybe you broke the external one
bro can i ask you something
?
what is the question
Ye
how long have you been doing robolox scripting, how long did it took to be able to code in diff game?
only have a year experience
A gazillion years
I still have too many things I have to code. it depends on motivation and time * effort. Logical understanding is key. Just learning new things can help you become a better scripter. Learn the API and how to use them first, then focus on your logic and problem solving skills. You need math too.
If you are scripting continuously, everyday. You will be better than most.
prob because off ur if statments
Cuz you're using ai
Is tool in server storage
yep
when i tried to pay someone to do it everyone told me to use ai now that i use ai everyone is telling me not to use ai
Who told you to use ai?
Pay me and I'll do it
Any output
a buck is good?
A kiss is better
i dont think so
deal bro
when i get home in an hour we can try to fix it
Did you check???
Remind me then
alright
if u use ai without know how to code u will never learn
i mean i sometimes use ai but i understand what it writes
i only use ai to write long dictionaries
do you know where i can learn frontend quickly for vfx?
I use it to fill up funcs quickly
Like tweening the gui
I don't use it for advanced coding
Why you have local script in SSS
But it looks like classic way to sort it
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
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
Are they value types?
yeah

