#code-discussion
1 messages · Page 71 of 1
and it works
but in what sense is it not working for u
bc i cant open the backpack gui
Let me show
(fyi i cant go on vc rn)
It still shows the original inventory
well duh
nw at all
that code over there
disbales the BACKPACK gui
you want to disable the tool bar as well
Oh😭 apologies
How to make that functional?
its the same
hotbar and backpack both fall under Enum.CoreGuiType.Backpack
yeah i just saw
but i did manage to fix it by moving the localscript to replicated first
@twilit garden
I tried that, still the same
anyone here know how you would go about tweening a gui along a path2d
still the same? Thats weird bc mine does not show the tools
Yeah still same, Im wondering this too
do you have the positions of any point on the path2d line? (ik what they are but havent really gotten to using them)
I (sorta) figured it out, its an odd way of doing it
you basically tween a number value from 0-1, then have a .Changed event connected to that number value, which the number value is the percentage travelled, then path2d has a method for getting the position at a set percent
ig that works
did you check through all of path2d methods and properties tho? there could be simpler way
I have, this seems to be the only way as of now
alr
its the way they did it in the release announcement
you could create lerp function but you will need function for each easing style too then (or atleast the one u gonna use) so not really worth it
I FIXED IT
is there a way to find the % distance along the path a given control point is?
choose starting side (left or right) then get length of path and then divide the length from beginning to control point by total length and multiply by 100
@static coral @proud idol This script fixes it, but when I put all to false It also disables chat.. game:GetService('StarterGui'):SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false)
game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All,false)
game.Lighting.ColorCorrection.Brightness = 0
game.Lighting.ColorCorrection.Contrast = 0
game.Lighting.ColorCorrection.Saturation = 0
game.Lighting.ColorCorrection.TintColor = Color3.new(1, 1, 1)
use variables bro 💔
Can u help gang please
and its disabling chat because you are disabling CoreGuiType.All
How should I do it then
learn to script first
by not disabling all coregui..?
game:GetService('StarterGui'):SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false)
game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,false)
game.Lighting.ColorCorrection.Brightness = 0
game.Lighting.ColorCorrection.Contrast = 0
game.Lighting.ColorCorrection.Saturation = 0
game.Lighting.ColorCorrection.TintColor = Color3.new(1, 1, 1)
isnt that assuming each control point is evenly spaced along the path?
Now?
or am I missing something
no, sorry if my explanation kinda ass i just type as i think
you are getting distance from start to the control point and then getting the % it is of the total length of path
ok, but then wouldnt the distance from the start to control point be a straight line?
I currently have a system for Cooldowns that creates a new NumberValue instance, would it be more efficient to make it a tween that plays, or make it decrease every frame by the delta time?
oh if you not using a straight line then idk
there is built in func with path2d to get that i think
and you want the pos of red points?
I need to get how far down the path a control point is
so like the top one is control point #1, which is 0% down the path
the middle one #3 is 50% down the path
the last one #5 is 100% down the path
i think just check path2d methods
I have :/
dang
they are all either getting the udim2 position with t
but no way of getting t from a control point
I guess i'll have to hard code in a best guess
they're mostly even
search up maybe how to find position/fraction of a curved line
there is probably some math to account for the tangents
but idk
yeah I guess maybe with a lot of math, guess its probably easier/less expensive to just roughly guess
was just hoping for a more elegent solution lol
well thanks for your help
actually coming to think about it I dont think I need path2d :/
just a lot of trig
Distant Roars and Regular.
Yo u script
The ontological dissonance between posthumanist theory and neomaterialist epistemology intersects with quantum ontology and speculative realism to produce an epistemic displacement wherein causality becomes fragmented, representational paradigms collapse under the weight of nonlinear temporalities, and agency is reconfigured through distributed, non-human actor-networks shaped by the entanglement of affect, matter, and semiotic emergence.
What’s the current game trend
italian brainrot
how much robux dose this shit cost to make it work in bobux ofcourse
https://cdn.discordapp.com/attachments/1138164798652166264/1371951988522221711/9k.png?ex=6825015b&is=6823afdb&hm=2ecaf70c7141de4f6ea452ecc990ee213399d259f05e375f0098ffb041856fa7&
yo how tf do I learn scripting? I've master variables and if statements, print statements, and then I try to take one more step up to tables and datastores but both just collapse. How can i take the next level?
i learnt most of the basics and i have a good of understanding of how things like locals functions work but when i start to code my mind just goes clueless
almost like idk what to start writing
10k
Actually there's an open source code for that
anyone got tips for making a good portfolio
take it step by step, literally what i do to this day, and im not the most advanced because i didnt care to learn when i was younger, is just straight up chat gpt an idea, build that idea, and if it works how the AI says it to work, you've completed a step of your progression
Hello I want to learn to script to start earning robux how much time of experience do I Need to earn like 20-30k robux
5 years
fr?
Try to learn the basics of lua first. Dont learn datastores yet, its not thaaaat inportant. Try to understand how tables and functions work first
if robux is ur main goal then create groups and upload clothings
i understand how functions work
Thats good!
i had a task of getting 3 pads, and when the player touches all 3 of them, you print their user
and GPT said to use tables so I used documentation and i still couldn't figure it out
have you learned how to use return?
and this AI done told me its too hard
no hes lying
no
learn that
ty, im new so I thought he was fr
it really only takes a couple of months to understand lua and build it
thats like the biggest point of functions
then a lot of stuff should make more sense
ty
dude learn data types first before doing anything
then functions, conditions, loops, coroutines
also I heard that this server has hella toxic ppl in it but yall are chill
I know the datatypes bro
tables
Smn can help on coding AOT titans ?
you can easily learn functions, for loops, variables, and remote events / functions, and or events in a day if not a week depending on how in-depth you want, functions literally just store code to be called for later, help w memory handling.
i know how to do if, combined with or, no, and
i know for loops to an extent, still need to expand
learn tables, if and or conditions, etc
I know variables but I don't know if theres more
i know if and or conditions
tables and return are my next goals
tables are essential for when ur doing things with lots of objects
functions with returning values, then go into tables, then module scripts
tables are like a list of items basically
if your really wanting a hard challenge you could look into metatables, but I wouldn't reccomend it for a beginner
return is pretty simplistic to understand, just returns a value to be called in a function etc
Well yes but not really
metatables aren't needed starting off, esp for most games
like data store 2's arent really needed either
which is why I said I wouldn't recommend it for a beginner, only look into it if you've researched everything else and want a challenge
some code isn't rlly meant to be learned unless you're doing advanced games that involve like lerping, path finding, bullet tracing, and or complex math
?
yes
alr bet
i would say meta tables aren't useful for learning in general but that's js me, if you got everything down and wanna learn something like you said then yes but you'll never really use em imo 🤷♂️
literally best idea is this for some of yall who are just beginning
"like i told the other dude, use chat gpt to generate an idea, and learn from what it tells you to make, for instance, a rewards system that gives a player something for getting a certain amount of cash, whether that be bonus cash or a quest system where it generates a new one out of a possible amount, or whether it be like it gives a pet or something, but just learn from doing certain things, you'll utilize functions, module scripts, .Clicked events, Remote Events, server and client sided handling, variables, and for loops, as well as a basic idea of data stores, which imo are the hardest to truly master depending on whaty you want"
okay wait guys tell me if im wrong
return is the thing where you total up your function, bring your code together basically in a basket, and then take that out. Kind of like a wallet, the code could be ur credit card, debit card, cash, and other things. The return would be the total cash that you have, what it all adds up to. And then using return, you can implement that function effectively
ngl you wont learn with context clues by chatting here, go watch yt vid on tables and execute some code
yt videos aren't rlly useful
learn by doing, make an idea, try it urself, when you get stuck, ask for help, understand why the code works, don't memorize things, but understand how to recall it.
return is just like what a function outputs
like function called "ADD()" with 2 inputs returns ouput so,
local answer = ADD(1,2)
answer is 3
I want to learn scripting as a reliable source of income like a side hustle and prepare for the future to maybe make games and earn more. But really now I Just want to get to an intermediate-expert level of scripting.
Like my goal Is probably get 1M robux from commissions so I wanted to know how long It could take if I spend 2 hours in weekdays and 5 hours in weekends learning and practicing scripts. Right now I'm in a entry-intermediate level I think. I know the fundamentals and a lot of the roblox API.
Before making a game
you cant learn scripting quickly if you dont have prior knowledge in diff coding languages, almost all coding languages behave same, datatypes, variables, etc, and creating games is tuff, lots of stuff go into creating a game, like mobile support, ui, server/client intraction, so it takes a lot of time to learn coding and lot more time to create a good game
but if you want to become good at scripting because of da passion then do it
Well I never said I'd do It alone
How long Will It take for me to reach expert level
years
I think expert Is OOP, parallel lua and I don't remember anything else rn. Correct me if I'm wrong
What how years
i am 3 yrs dev and i dont understand a lot yet, like metatables and stuff, time and experience and understanding is da only way to actually code modular and effecient, so like 5 years min to become expert
coding isnt something you get good at overnight
What if I have 170 iq
you dont
;-;
what is 1+1
no, you dont
You should focus on just learning good coding skills
Eventually you’ll see how far you made it and know yourself
because you believe in iq tests
I mean I study at 3x less time my classmates do so I think it's real
this isn't needed at all, literally all return is in a function is returns a value given that is passed through the parameters of the function (ex: function hi(name) ) --[[ Name is the parameter ]]-- and you return the name and call the function with it, you use it when you want the function to give back a result, for instance, if I have
function data(x)
print(x+1)
-- normally if you just call the function you wouldn't be able to callback the function because you don't have a return so if I call this for instance: (seen below)
end
data(5) -- this would print 6
-- now the question is why don't we just use print, what is return needed for? the main thing is return allows the computer to keep using the data, and print is a debugging call, so although they look similar they're very different, for instance, in the first code, if we were to call this
local dataSaved = data(5)
print(dataSaved) -- nil
-- however, if we do this
function data(x)
return x + 1
end
local dataSaved = data(5)
print(dataSaved) -- 6
-- you can use returns to call data later that you otherwise wouldn't be able to in a print statement, this could be useful for a lot of things, especially data stores as you can recall the data later when you return it on the GetAsync, as it returns a value to the server to be checked
Depends on how high the bar is set in this scenario
But isn't metatables One of the fundamentals
Unless you're talking about __index then it's OOP
Not really but it’s not that complex to start using
tl;dr, return allows you call a value later on in your code when needed.
not rlly.
uh not necessarily
My teacher told me that
But how can you be scripting for 3 years and not know thst
There's no way
i didnt have a requirement to learn it so i didnt, i was busy making "side projects"
metatables allow you to define special behaviors for other tables is basically all it is
I mean isn't the main purpose of metatables in roblox to mimic OOP
It should be a priority
Since everyone wants OOP for code organization and ease of under standing and adding stuff
the main purpose for metatables is to add additional functionaility to regular tables
lua classes are good but not needed normally
its up to personal preference really
metatables are dope lowk
Ok well now that I got some information I want to ask
#code-help message
this is what i was doing instead of learning metatables
How many projects do I Need in my portfolio like some projects that come in mind now are: egg hatching system, gun system, combat system, Building system and so on. For me to be able to apply for commissions that span between 20-50k robux
the thing is you really don't need a portfolio, when you feel confident in your ability to make a game without learning along the way the basics and or ideas of a game, then you should step foot into development,
dawg
metatables are insane
literally a dream come true for someone who makes a simulator game
😭 , this is insane
What's the game called
Bro I'm so confused as a begginer scripter what so good, explain bro
Hey anyone looking for a wuick job on an obby?
Hiring a scripter for titans
Bro better be paying maximum 1k or more us dollars a month or we getting scammed
i’ll explain when i get home
i’m fairly new to metatables having not really worked with them much but it allows for so much more to be done with tables and manipulations, as well as way cleaner code
Modeling coding or building
Metatables are not something you are required to learn to script, its like an extra thing
dumb asl
does anybody know how to make a code so they when you click a gui it makes it so you are on a team that you chose
They hate the man who says the truth
mf is not a man
Obv theres the utilities to using metatables, but to make a game you dont need to use em
I am so lost about scope and ruturning does anyone have any tips?
Just ask chat get at this point ngl
i wanna learn how to script on roblox but i dont know where to start
Somebody give me a task to do in roblox studio (scripter)
pop quiz: difference between reliable and unreliable remote events?
How do I prevent people from exploiting in my flappy bird inspired game. When I make the planeMovement and obstaclesSpawner scripts server sided they’re so laggy and low fps movement but secure but when I make them local script it will be smooth be very easy to exploit in my game. WHAT DO I DO😭😭😭
tcp and udp
Dont use OOP for everything
Make a code that generates a simple set of stairs according to a user inputed height
How u want the stairs to look?
Simple blocks
Carpeted
guys any specific free guides / yt channels that are good to learn scripting?
Stairs 🙂
local cs = game:GetService("CollectionService")
local db = false
for _, v in cs:GetTagged("Ragdoll") do
v.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild("Humanoid") and db == false then
db = true
local char = hit.Parent
local riggedChar = ragdoll:SetupRagdoll(char,true)
riggedChar.Ragdoll()
end
end)
end```
how can i get rid of the ragdoll effect after an amount of seconds has passed
You can make stairs from simple blocks
Im aware
local ragdoll = require(game.ReplicatedStorage.Modules:WaitForChild("RagdollCharacterV1"))
local cs = game:GetService("CollectionService")
local db = false
for _, v in cs:GetTagged("Ragdoll") do
v.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild("Humanoid") and not db then
db = true
local char = hit.Parent
local riggedChar = ragdoll:SetupRagdoll(char, true)
riggedChar:Ragdoll()
-- Wait for 5 seconds, then remove the ragdoll effect, this is what you need to add
task.spawn(function()
task.wait(5) -- This is where you adjust the time to wait <<
if riggedChar then
riggedChar:Unragdoll() -- I am assuming Unragdoll exists... check your module :)
-- Alternatively, use riggedChar:Destroy() if the module supports it :))
end
db = false -- Reset debounce
end)
end
end)
end
this works perfect thank you
but it only put stairs in one direction tho right?
Yea
Peep this
i can make it so they can go in a direction you look
misiles
u making darkrp?
kinda like a hood game but more grind styled
I like this
other hood games r like everyone trying to kill each other
We should work together
Im making a FiveM style game
Sounds cool
Bouta work on a system for House Building here soon
this is my map rn
Imma do it sims style, you buy a plot of land, then u go from there
Thats tiny
Perspective
Yes thats what we call perspective
a lot of those hood games get to complicating map wise and people just leave
mine is simpler
I like the terrain work
this honestly my favorite part of my building stuff rn lmao
that makes for a cool minimap
Ur right
Thats tuff ngl
Impressive
the ui could look a lil better but i like it
Im not tryna make it too crazy lol
I've made alot of different UI
For example
Bunch of stuff lol
I got alot more, especially for other games
like Gmod, but we aint gonna get into all that
Anywayss, im off to bed, see yall chatters tmw chat. Dm if you need any dev work done ❤️
Can someone explain to me how to get the new Plugging for MCP for Roblox Studio???
Anyone know how to make a first person script like Pressure?
can someone explain to me why this does not works
local player = players.LocalPlayer
local textIndicator = script.Parent
players.PlayerAdded:Connect(function(plr)
plr.CharacterAdded:Connect(function(char)
local humanoid = char:WaitForChild("Humanoid")
local WalkspeedN = humanoid:WaitForChild("WalkSpeed")
humanoid:GetPropertyChangedSignal("WalkSpeed"):Connect(function()
textIndicator.Text = humanoid.WalkSpeed
end)
end)
end)```
Can someone help me with this pleaseeeeeeee
This is my first time attempting roblox scripting I would consider this horror (MAJOR Epilepsy Warning)
I believe that WalkSpeed is not a child of humanoid, but a property so you would use humanoid.WalkSpeed instead
I figured it out, thanks!
How much do you think obby leaderboard system + obby trolling features would cost
As a scripter
not much both r pretty easy
$50-100 max depending on quality
Alrighty
is it possible to insert a new table into an already existing table, and have a custom name for the new table? i am trying to do that atm and it just names itself [1] instead of my generated [XXX-XXX-XXX] key
wdym? something like this:
local firstTable = {}
local newTable = {234234, 63455346, 674570983, 4560937653}
firstTable["Keys"] = newTable
-- Example existing table
local mainTable = {}
-- Your custom key (e.g., generated XXX-XXX-XXX)
local customKey = "123-456-789"
-- Create a new table
local newTable = {
-- Your data here
key1 = "value1",
key2 = "value2"
}
-- Insert the new table into the main table with the custom key
mainTable[customKey] = newTable
-- Print the result to verify
print(mainTable[customKey]) -- Should print the newTable
something like this?
yes that is exactly what i needed actually
thank you
no problemos fam
are you still on
way less, those are simply and easy to make lol
use a metatable
As said depends on quality
100% but most of the time a good quality of that is cheap.
Depends on how they want the leaderboard and what trolling features they want
true
sure, ill make a good quality leaderboard and some troll features for $20 that are all good quality
but if u want actual fire stuff
im charging more
So once again, as said depends on quality
cause, if u just want a copy paste of the best obbys
then sure thats easy cause their lb's and trolling features are meh
tbh i think 10 bucks for a decently made system that does the job is enough imo, espeically bc the code isn't the hard part lol
your goal is to check when walkspeed changes the text is changed to that specific walkspeed im assuming?
well firstly, are you ever updating the walkspeed? it only updates when you actually update the speed
for instance if i walk, and then stop it wont actually do anything because you didn't update the speed specifically.
the code looks fine, however i would run a function instead of a playerAdded event
the script is working, I figured it out. thanks though
anytime
hows dis
noice
What would yall say is the best way of tweening your whole UI the same tween. Just a bunch of for loops, setting attributes, tagging, or some other way?
Mb bro I wasn’t aware of your game
Chat kinda dead
MCP for studio? The assistant so trash we have to replace it?
yes
You do not need your own watermark 😭
my dumbass keeps using localscripts and scripts instead of learning remote events and stuff, anything i should know/learn abt remote events?
HELP MEEEEE
what do u need help with
learning remote events
like teach me all the mechanics
like what is fireserver and can it only be run in local scripts?
fire all clients
wdym by mechanics its just sending client info to server or server info to client
etc etc
yeah tell me that
fireserver can only be fired in local scripts bc u want the client to fire to the server
fireallclients will fire it to every client
ppl use that to show vfx
since having the vfx on server side will cause performacne issue
why does onserverevent and onclientevent not pop up when i type it
only fireserver
on my local script
oh yeah
but u wont see onserverevent on a loxal script
since local scripts can only be ran through tje client
parameters
so thats how u transfer ur info to the server or client
i would watch a yt video on this
so like
fireserver(variable that has string value)
@light beacon
then
onserverevent(same variable)
can be anything but yeah
then the rest are what u fire to trhe server
why player
is it like for things like ui
no its bc your firing to the server thru the local script so the first parameter on onserverefent will be the player who fired it to the server
for instacne u do fireserver(print)
Unknown Global "Player"
on serverside u will do onserverevent:connect(function(plr, print)
when i put the first parameter as player
bc string1 means nothing
string1 will be represented by first parameter u put in fileserver()
even when i make it print the string hi on server event it doesnt work
what r u putting in there
yes
yes
replicatedstorage.Print (remote event path)
just watch a yt video theres something wrong with ur script if it isnt printjnf
wheres your localscript located
serverscriptservice
💀
ion need allat
js didnt know it had to be in a path associated with local script
it can be in like workspace if you use a normal script and set its RunContext to Client
not sure at all about serverscriptservice to be honest
A tycoon?
if I want to use Orientation, do I use CFrame?
💔
probably? i dont think anything prevents you from just changing orientation but cframes just work a lot better mathematically
The more i look
ah okay, I want the knockback to go forward what the HumanoidRoot front part is heading, how can I do that?
force.MaxForce = Vector3.new(14, 14, 14) * math.huge
local direction = (eHumanRootPart.CFrame.Position - plrHumanRootPart.CFrame.Position).Unit
force.Velocity = (direction + Vector3.new(0,1,0)).Unit * Power.Value```
and so I thought changing from Position to Orientation would solve it, but it didn't
what is it doing right now?
the script plays upon the tool being activated and when it detect a touched player during it, it create forces, causing knockback, but the problem is that the knockback is basing on where the tool is facing especially during animation
I'll provide a video
this is what the script does, what I actually want is the dummy being ragdolled based on where my character is facing toward
Yes
Change the direction to HumanoidRootPart.LookVector
I've tried but it did not go in the direction I wanted it to be, It instead went backward
Change the PowerValue to negative
how would I go about equipping an aura like this?
i need the VFX part to be cloned and then attached to the player
it doesn't really works
did you change it to negative while the direction is HumanoidRootPart.LookVector? if so it should work in theory
I got it figured, all I had to do was change the force.Velocity line to force.Velocity = (plrHumanRootPart.CFrame.LookVector + Vector3.new(0,1,0)).Unit * Power.Value instead of using direction
i'm not sure if this is the best approach
looks a bit weird to me
but if it works
it works
you would find the vfx and apply it your character like how that does. seems like the part Vfx holds the vfx
i tried just parenting and moving the vfx below the humanoidrootpart but that didnt seem to work
it has to be connected to your hrp. simply moving it to your model doesnt do that. it probably uses a WeldConstraint or Motor6D. but it doesnt really matter which constraint is used. as long as it's appropriate and gets the job done
so how should I do it?
use a constraint and attach it to your hrp. there's probably one already in there. ethier change the properties for it to be attached to your hrp, or delete it and make a new one
Somebody give me a task to do in roblox studio (scripter)
idk jus mess with it
anyone got a image id for a image button of a gamepass shop?
who wanna make a steal time game rq i can make every single sword & the ui and death effct vfx u just needa script
-LookVector
Anyone who have actual tip on how to learn scripting the fastest way and learn how scripting works
is somebody here how can hack an insta account ( i have user name + email + telfeon number )
Got caught , i screenshot this
Gonna report this ngl
Cap lol
bro i show you a pic 🤣
dm to make a game i already have the idea ( u must script ) i do modelling ui (deatheffect scripting) and some vfx
ragdolls these days
dammit
i mean data these days
its gotten so much features that as a beginner to data
idek what to be saving
whats the coding language with the most potential use?
robux
fr
Python's well established, so it probably has the most amount of great modules for almost all fields, 3d + 2d visualisation? Manim or smt, ai? Tensorflow
C has also good potential, it's demand is high too, but it's a bit hard, cuz it's OOP and it's very systematic
Money talks
Thats what i was thinking, I wanna learn python but also work on AI projects whats tensorflow?
It's a module designed to help ai learners learn the basics of AI, just a module tho, it has good database got from mnist (a university ig), so you will have a lot of data to feed your ai and stuff, and since those stuff use stuff like ubytes and stuff to store data, you have to waste a lot of braincells just to load those images so ;-; it helps there too
But for sm reason I couldn't install tensorflow, idk why
;-; so I have to do it the hard way
So I would not be able to use python to create AI tools?
goes hard
T~T
DM me if you are an advanced scripter with a lot of time on your hands, the pay will be worth it
Python
I swear half of #scripter-hiring is just people wanting to copy grow a garden now
Trend chasers
They all think they'll be as successful or even more it's just crazy
You can def find success in copying what others do
The problem is that 90% of the people dont know how to design good games 
Yeah you definitely can but they just think making a copy will bring loads of success, most aren't actually invested in the game
Yeah
There's a game called tank rails (copy of dead rails) it's pretty bad basic but still got popular, but there are other games where they don't put in any effort and just make a worst copy of the original, adding nothing of value
You dont need a good game to engage ppl as long as its attractive enough
But again that requires ppl knowing how to design games
Yeah I'm tempted to design a simple grow garden game just to put on my portfolio because so many people are starting to want scripters for it
Obviously it wouldn't have all features and designs but a basic one would still probably be good
I'm really bored i can't even make a simple tycoon mechanic with chatgpt
I know modeling because of my job, but coding is very difficult and I have no knowledge.
what do we think of youtube tutorials guys?
Yeah like I said, it's good only cuz it's well established in most fields, if you are into system level optimizations and stuff, yk then py is not your stop :>
I think I like py cuz it doesn't distract me towards stuff which will just slow down my progress of making the thing, I mean yeah you have gunslinger (c framework) for yk weird core digital art and stuff, but I think manim (py module) is more approachable without using too much braincells
dm if u script and wanna do a steal time game (i can do anything else making map modelling swords and userinterface)
Duh, but it just "helps"
dm if u script and wanna do a steal time game (i can do anything else making map modelling swords and userinterface)
up your ass
up your ass 2x
only if its a 9:1
Based
wdym
sure i dont really want the robux anyway
huh
lol i just made it cause i was bored
i think only by changing water color or making custom water or changing lighting settings
NOOOOOOOOO
lol
I wanted to see if chatGPT knew how to find out why the cylinder handle adornment's CFrame value doesn't give a position
bro was flabbergasted by his own answers and gave up 😂
all he had to do was tell me I didn't change the get()[1] to 2
who wanna make a sword fighting game (r6)
Python is not a good place to make games
I made a game in it for a final project
So it is kinda
LOL nah chatgpt be the goat for asking for help, other than him not being able to figure out why my metatable wasn't working 💀 buddy couldn't figure it out and i couldn't either so i resorted to a new idea
Depends ON what do you want to do
Yeah
What game do you want to do
Consider it plan b for fixing errors. Try fixing an error on your own first.
ik, i couldn’t find a fix to it
and i’m new ish to metatables so
Understandable
it gave me the best answer it could have tho, metatables shouldn’t be used for large amount of players at once, but for a specific player on a specific thing
no one is ready for chatgpt prime
im worried about the future of AI
it's already got the capability of making full end modules for software development, let alone handling the most complex calculus problems if not being able to solve problems humans are never able to solve.
do u think game development by humans could be wiped
it's actually scare
Why shouldn't it be used for a large amount of players?
yeah, i do genuinely think that any coding position could be wiped in the next 10 years, even more so, i think that to make a game all you have to do is say "hey make an entire game for me" and it makes an entire game :/
metatable is just a table attached to a table that defines behaviour for the table it is attached to
overall you will probably never use it
and it uses a lot more memory so maybe dont use it unless you absolutely have to
Well atleast not every programmer can be replaced
i think they could be tbh
game development is so dumb tho, like in order to even start scripting i have to make UI, buildings etc 😭
what
is your point
You don't create a metatable for no reason.
But I'm saying why would it be so bad for many players?
It wouldn't necessarily.
????
it would not necessarily be bad with many players
it depends how you use it
and for what
You know how little memory it uses compared to what the average computer has?
obviously its not gonna use your entire ram
but optimization is important
and also 90% of roblox is mobile kids
so
Hell yeah. But memory is not the worst thing to worry about. It's speed.
Although I know metatables are slower.
yeah so they are objectively worse to use
Which still got like 1.000.000x more ram than 100 metatables would take.
there is no real reason to use them aside from the one exception maybe one day
There is definitely. You can significantly improve speed using them.
elaborate
They are extremely useful for classes, as they allow you to avoid having to create a new table every object creation.
you are creating a new table every time you create an object anyway????
thats how oop works
atleast on roblox
That's right, but if you have to define all the keys (methods) every time, versus simply linking a metatable, the performance difference can be big.
that will slow down the methods though. and metatables also arent serialized
An alternative look at the common OOP pattern in Lua programming.
0:00 Intro
0:44 Person Class
1:15 Sending an OOP instance over the wire
4:37 Hot Take
5:14 The Fix
6:53 Types & Ditching Constructor
8:10 Other Thoughts
10:03 Summary
It will only slow the methods down very minimally, which is definitely worth it for a much faster creation in my opinion.
What do you mean they aren't serialized?
they cannot be sent over remotes and you will have to reattach the metatable once it reaches the other side
When do you ever send a class through the network?????
replication
Also that's a networking issue, not exactly an issue of metatables directly. You can make a system that fixes that.
You don't ever want to send metatables for replication.
You send normal damn data
replicating classes
Name a scenario where you would want to do that.
custom replication, creating enemies on server but visualizing them on client
replicating towers in tower defense game
Btw
basically anything you can think of
Dude
You never want to send a literal class like that
You simply sent data 😭
Information
I'm gonna leave it at that.
agree to disagree
Odd that when people say they agree to disagree they are disagreeing to agree
starting to learn scripting, how quickly do you think im gonna quit?
3 hours
nah this is a solved issue. This is why we have things called "DTOs" in codebases
?
You need to build a way to serialize/deserialize your object so you can efficiently send it over the wire and reconstruct it
Or save it at rest
data transfer object
👍
started yesterday so already beat the statistic
3hours from 3 hours before you quit
Beat that
yo bro can u help me with script please
is anyone a new dev here and want to make a game project with me to learn?
i animate
niceee
oh cool its sleitnick
guys how do i acces the more plugins in roblox studio wit the new layout
Someone knows a good video or site where I could find this:
I want to make it so players can only press "A" or "D", pressing "W" or "S" will not do anything.
im not gonna quit so theoretically 3 hours before i quit will never exist
Dying counts as quitting
u could use a service that disables it
i forgot the name of it
ActionService
i think
It can desable moving forward?
ContextActionService
is it better performance wise to set an attribute to a player's player instance or create a player class with module scripts for every player and put the value there instead of as an attribute?
true cant even argue with that 
HELP ME I MESSED UP A SCRIPT AND NOW MY ENTIRE GAMES BROKEN HOW TF DO I GO BACK
Version history
Ctrl+Z 🧠
no
it was actually bc my datastore locked on to me having -18282 clicks
Guys this red thing is supposed to spin and I have this script on the part but it won’t spin and kill people what’s wrong with it
Like put the metatable on an attribute?
no performance impact what so ever
but it depends on what you're making
Who can help me get my Roblox script to work it’s simple but I’m shit at scripting
pvp game? I would make a module script. But anything that doesn't need instant feedback you can just use attributes
do this.
script.Parent.Touched:Connect(function(hit)
if hit.Parent then
local humanoid = hit.Parent:WaitForChild("Humanoid")
if humanoid.Health ~= 0 then
humanoid.Health = 0
end
end
end)
while true do
script.Parent.CFrame = script.Parent.CFrame * CFrame.Angles(0,math.rad(2),0)
task.wait(0.01)
end
you can change math.rad(2) to 1- whatever number you want, if you do like 1000 it's literally like impossible and itll prob die
Ty
if you want a smoother transition for it do this,
this is also more reliable for handling per say
local runService = game:GetService("RunService")
local rotationSpeed = 3
runService.Heartbeat:Connect(function(deltaTime)
local rotation = CFrame.Angles(0, math.rad(rotationSpeed - deltaTime), 0)
script.Parent.CFrame = script.Parent.CFrame * rotation
wait(1)
end)
script.Parent.Touched:Connect(function(hit)
if hit.Parent then
local humanoid = hit.Parent:WaitForChild("Humanoid")
if humanoid.Health ~= 0 then
humanoid.Health = 0
end
end
end)
I hate luau
and yet you're a luau developer
Ik I decided to hop on one my projects add a part now randomly when I touch the part it does random shit from my code that it shouldn’t
Just from adding one part

Fuck that
I ain’t frying my pc
having a wait in a .Heartbeat like that wont do anything. it's an event. not a loop
This doesnt work
You completly ignore physics engine
And thus the touched event wont fire
You have to use hinge constraints to get the bar to rotate with physics engine@charred ledge
im tripping, it was the rotation speed at 45 that was causing the issue lol
it did its job lol, it killed me when i touched it so i say win win and it spun lol
obv you can go in depth with physics and the service
Trust CFrame rotation with physics is hella unreliable
Touched event is triggered via physics engine
true but you can use ticks to act like it
If you have a moving part with CFrame, touched event becomes unreliable
Which means sometimes it wont register
at that point just use a loop
Doesnt happen with HingeConstraints as those rotate using the physics engine
And thus touched event is reliably triggered
no, like if i have a throwMode variable should i set an attribute called throwMode to the player or should i make a player class with metatables and add a throwMode field to it?
Whatever you prefer tbh
Both are methods that get the job done
Just different workflows
oh ok thank you
i mean sure 🤷♂️
how does LinearVelocity works?
Applies a velocity to a part from an attachment
Velocity direction and magnitude depend on the vector u set
I was told that bodyvelocity were deprecated and I had to use a different one, and when I do, my knockback barely does anything.
Thats like the simplest way to explain it
You have to increase the magnitude of ur velocity
And if needed
it's set to inf already
Increase MaxForce
Then ur velocity too low
U can also set the part as massless
So gravity doesnt affect it
okay
Also if u want to have an identical behaviour to bodyvelocity
Make sure u set its mode to one attachment
got it, thank you!
what proxy service is everyone using? roproxy seems to have stopped working for some people
how to fix scaling
What screen sizes u using?
sorry let me look
where do i check "screen size" i am using a billboard gui if it helps
Ah okay
this "0-0" represents like a win loss ratio, so i need an ui board under each player that displays taht
So for billboardgui to have consistent scaling you have to use the scale units in the udim2
Both in billboard size and ur gui elements
whats "udim2" like what do i do to enable that or use that ifykwiw? Im not really skilled with Ui's but i know i have to get it done
Udim2 is the value type gui's use for setting their size and position
ohh
In properties window they are represented like this
{X_Scale,X_Offset},{Y_Scale,Y_Offset}
they are both set in UDim2 then, do they have to be the same
What about ur billboard gui
Not the gui inside of it
The billboard instance itself
Its set up correctly
its not the billboard Ui that scales, its the text that scales
didnt work
Try changing billboard size offset then
Size offset?
size offset?
i thought using offset does accomidate for resolutions?
what should i change size offset to
Read documentation
You have to toy in with the number
See which one ot suits better
ohh, but how would setting billboard offset stop TEXTLABEL from scaling
is there a way i can set some type of anchor point for text labels
You are confusing stuff
The billboard and everything else scales according to screensize
But textlabel text size scales according to its size as well
However it has a size limit
If u zoom in close enough, text label reaches the text size limit which in turn it will no longer scale bigger
Is why i suggested u to enable rich text bc that doesnt have size limit
But seeing u say it didnt work then i suggested to use size offset so u can prevent the billboard from becoming too big if u the camera zooms in enough
the billboard doesnt move to, its good
just the text that getst bigger when i zoom ot
when i truly need it to be this size
(thats when i got closer)
Then add text size ui constraint
If u need the text size to be small
(Which not sure why u wanna do that cause that will make the billboard hard to read the farther u go)
ima make it where ui breaks after a certain distance, because i dont want the ui visible accross the map
this is going to sound so silly, but can modulescripts print?
fixed it.. Enabling TextScaled makes it stay still
Not by themselves
. I thought u had that enabled bro lmao
No 😭
Theres not a single time i dont have that option enabled lmao
i was looking through properties and i was like bruh theres no way this wasnt enabled, and it worked
thank you
thanks for the help tho i learned sum
So NOW, i gotta connect textlable to leaderstats so 0-0 which represents nil to update as leaderstats updates. They probably have something on youtube for that considering its probably simple
You only need a reference to the number and detect when it changes
like
Who can work for usd?
how much
350- 600 USD
can anyone help me, in my game
can anyone help with tweening a scrollingframe? i cant get it too work?
why?
scrolling enabled = false, scrollposition = vector2.new(0,0)
or you can do it without scrolling enabled
oh ok
let me try it
canvas position?
ye
idk
@crisp path it didnt work
show me your code
alr
what are you trying to do exactly
local TweenService = game:GetService("TweenService")
local Players = game:GetService("Players")
local Lighting = game:GetService("Lighting")
local Camera = workspace.CurrentCamera
local player = Players.LocalPlayer
local playerGui = player:WaitForChild("PlayerGui")
--// CONFIGURATION
local SETTINGS = {
FOVChange = 30,
BlurSize = 24,
ScaleDuration = 1,
EasingStyle = Enum.EasingStyle.Quad,
EasingDirection = Enum.EasingDirection.Out,
TargetSize = UDim2.new(1,0,1,0)
}
local blur = Instance.new("BlurEffect")
blur.Size = 0
blur.Name = "UIBlur"
local Sections = {
["Frame"] = playerGui:WaitForChild("MainUI"):WaitForChild("Shop"):WaitForChild("Frame"),
}
local originalFOV = Camera.FieldOfView
local function scaleFrame(frame, isIn)
local tweenInfo = TweenInfo.new(
SETTINGS.ScaleDuration,
SETTINGS.EasingStyle,
SETTINGS.EasingDirection
)
local targetSize = isIn and SETTINGS.TargetSize or UDim2.new(0, 0, 0, 0)
if isIn then
frame.Visible = true
end
local tween = TweenService:Create(frame, tweenInfo, {Size = targetSize})
tween:Play()
if not isIn then
tween.Completed:Connect(function()
frame.Visible = false
end)
end
end
local function animateFOV(isIn)
TweenService:Create(
Camera,
TweenInfo.new(SETTINGS.ScaleDuration),
{FieldOfView = isIn and (originalFOV - SETTINGS.FOVChange) or originalFOV}
):Play()
end
local function animateBlur(isIn)
if isIn and not blur.Parent then
blur.Parent = Lighting
elseif not isIn and blur.Parent then
TweenService:Create(blur, TweenInfo.new(SETTINGS.ScaleDuration), {Size = 0}):Play()
task.delay(SETTINGS.ScaleDuration, function()
if blur.Parent then blur.Parent = nil end
end)
end
TweenService:Create(
blur,
TweenInfo.new(SETTINGS.ScaleDuration),
{Size = isIn and SETTINGS.BlurSize or 0}
):Play()
end
for _, frame in pairs(Sections) do
frame.Size = UDim2.new(0, 0, 0, 0)
frame:GetPropertyChangedSignal("Visible"):Connect(function()
if frame.Visible then
scaleFrame(frame, true)
animateFOV(true)
animateBlur(true)
else
scaleFrame(frame, false)
animateFOV(false)
animateBlur(false)
end
end)
end```
we use react for this
??
how do i connect the text labels in my billboard gui, to my leaderstats. When i use the panel to change leaderstats, how do i make text label change with it. e ; g, Wins and Losses
u listen for .changed and update the label
wat
Humanoid is like part of the person
its a way to detect if the leaderstats changed and updates it
local humanoid = hit.Parent:FindFirstChildOfClass("Humanoid")
ohhh, example? Im not to strong with UI's but ik i gotta get it done
is the rest of my code good
ima check sum yt vids
yes
TEST
the frame doesn't change size cause its inside the frame, when you change parent visible property it doesn't change it for the children
hmmm ok so how do i fix it?
its FireServer
not FireClient
is that even server or client
change the visible property of the scroll frame?
also add it to the sections table
ok thank you
why even detect it on server lol
js do it on the client
im tryna do an op close shop gui
how
Hey I just learnt scripting(including oop and module frameworks I would say am an intermmidiate but I rly don't know what to do know what do y'all recommend I do
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local Wins = player:WaitForChild("leaderstats"):WaitForChild("Wins")
local Losses = player:WaitForChild("leaderstats"):WaitForChild("Losses")
local Label = script.Parent
local function updateLabel()
Label.Text = Wins.Value .. "-" .. Losses.Value
end
Wins.Changed:Connect(updateLabel)
Losses.Changed:Connect(updateLabel)
I think thats what it would be
🥄
how tf can i make this into a gui with a collect button
local DataStoreService = game:GetService("DataStoreService")
local dailyStore = DataStoreService:GetDataStore("DailyRewards")
local coinStore = DataStoreService:GetDataStore("Runecoins")
local time = 86400
function giveReward(plr)
plr.leaderstats.Runecoins.Value += 100
coinStore:IncrementAsync(plr.UserId, 100)
dailyStore:SetAsync(plr.UserId, os.time())
end
function loadLeaderstats(plr)
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
leaderstats.Parent = plr
local Runecoins = Instance.new("IntValue")
Runecoins.Name = "Runecoins"
Runecoins.Value = coinStore:GetAsync(plr.UserId) or 0
Runecoins.Parent = leaderstats
end
game.Players.PlayerAdded:Connect(function(plr)
loadLeaderstats(plr)
local lastJoin = dailyStore:GetAsync(plr.UserId)
if not lastJoin then
giveReward(plr)
else
local diffTime = math.abs(os.difftime(os.time(),lastJoin))
if diffTime >= time then
giveReward(plr)
end
end
end)
remote events
idk how to do that
ok
@crisp path is their a way to sync the frames when being tweened?
Don't fire the server lol, js do it in the same script with the touched event
Make it have the same tweeninfo
And probably run them at the same time
@crisp path why isnt ts working
game.Players.PlayerAdded:Connect(function(plr)
while true do
wait(1)
plr.leaderstats.Speed.Value += 1
end
plr.CharacterAdded:Connect(function(char)
plr.Character.Humanoid.WalkSpeed = plr.leaderstats.Speed.Value
end)
end)```
is there a problem with using tweens for combat movement
it looks like shiet
word but with the right easing setting you could make it work
can you possibly stop a tween mid way
Lerping is better
Tween:cancel()
crazy so is lerping the standard
Well you can use bodymovers
ive been trying to but its leaving me with an annoying delay
You can fore client to handle movement
Fire
ur while loop will never end?
there is no condition to make it False
the code after that does not even trigger
Ye js fire the client to handle movement
Or use smth like bodyvelocity
Bodyvelocity has less delay
mnnn
But it's deprecated tho
and what do you mean by fire the client
like i know what that means
but rn its being handled ina module in relation to a client
Handle velocity on client
It will wym
Client controls the character and it updates to everyone
If you set network owner of the character to the server then it will not
but if i spawn like a block on the client itll only happen for the client
Yea
ah i see
i always thought it was just client shi dont happen to anyone else stuff besides animation
Wym
If player doesn't have network ownership of something then it will not replicate changes
idk what network ownsership is
Google it
Roblox’s jank way to replicate client physics for assemblies
Like characters
4.0 great update 🙏
thank you
Yo can i change the players friction
hol on lemme goggle
set custom phsyical properties today a good day
local Players = game:GetService("Players")
Players.PlayerAdded:Connect(function(player)
task.spawn(function()
while true do
task.wait(1)
player.leaderstats.Speed.Value += 1
end
end)
player.CharacterAdded:Connect(function(character)
character.Humanoid.WalkSpeed = player.leaderstats.Speed.Value
end)
end)
when you use a while or for loop, the script yields until the loop is done. this means that anything written after a loop is pretty much voided unless theres a condition which "cancels" the loop
to get around this, you can wrap the loop in a function by using task.spawn() or coroutine.wrap(function() end)()
also next time ask for help in #code-help (sorry to minimod) 👍
Hi whats the fastest signal module, I just need it to fire a number as fast as possible on the back end
They are all the same
Some maybe a little more bloated but same concept
Not much changes
But either lemon or good signal
ok thanks
its signal plus
How to link gui with gamepass
There's no way you searched it up even once before asking
make a remote function that just does "if not last join " etc and fire it from the client each click
I mean you can use a remote event too but you likely want feedback client side
No ms paint profile picture ):
Whos that
That's awesome
LMAO cuz the loop yielding above so the characteradded cannot be called
yo im finishing a roblox game and i need help, i dont know how to connect client controllers to serverswcriptservices anyone can do it? ill pay
huh
🎎
Hey, can anyone help me out on some scripting parts of my game? It is an airport game.
Does anyone knows how to make a custom command with BAE, it's for when you type for example :host (username) it appears automatically a nametag saying that ur the host, for trainer or assistant it would be :assistant (username) (A, B, C, D, E, F) any help would be appreciated
chat i need a script so u everyone can pick up a certain item once
so it doesnt despawn if one guy gets it
@weak shale Stop camping #scripter-hirable 😭
Make the item destroy on client
Looking for a scripter who is down to make a tycoon game series with me over summer. games will be quick production (2 weeks max per project), must have several projects released with 10m+ composite visits, or 3+ years experience
dm!!
🥀
good luck "10m+ composite visits"
if you want someone like that you dont just send messages in code-disccussion bru
looking for a scripter to make a game duo (i will think about gui,animating and map)
** dm me **
10m is not a lot lmao
Yeah that’s average developer 🥀🥀🥀
yes super average
Anyone know a good modeler, who can do low poly?
this doesnt work either lmfao
you're not updating the speed
holy shit this server 🤣
I use GoodSignal
Really good module
What is the best way to keep a Character on a 2d Plane? so they dont fall off the map. There will be fighting so I dont want them to be knocked off neither
I was thinking maybe renderstepping the CFrame
Does roblox follow the rules of BODMAS
plane constraint?
are you asking me or are you positive that will work?
im suggesting you try plane constraint but im not 100% sure if it will give desired effect
cause i havent used it a lot
alright ill give it a try thanks
I need a scripter for a game im making
It registers the struct from the id stored in jt
Because this indexs the registry with struct and then indexs with id
yeahh thanks anyway
What kind of game?
would it be smart to create an OOP module for gui buttons handling similar actions and creating visual effects?
Dms
It doesn’t sound too bad for navigation
you dont need oop for setting up ui buttons just organize them well. what i like to do is to have a table with each button as a key which contains a dictionary with keys that correspond to event names that have functions as values and then i just loop through my buttons and connect each one
unless you are making a custom ui thingy
like custom ui spacing or making your own grid or something
would it save time?
yeah
amazing, thank you @static coral @tawdry bone
what is the useful of MatketPlaceService on donation game?
how do i program the animations i habe to a custom rig wtf
you need to get a user’s gamepasses and then visualize them as buttons and then when they are clicked, prompt the user to purchase the gamepass by using marketplaceservice:PromptGamepassPurchase
k tysm for help
handling mobile interface as well?
yeah, for mobile you can just have an exclusive screengui and then display it if the player is on mobile (if applicable depending on your game)
@summer scarab dms
i can here ask for help to make the donation buttons like PLS DONATE?
you can ask here for any help related to almost any coding language
you are just not guaranteed to receive it
k so what is the script that make the players able to add any gamepass they need to add from their inventory to their stand and also make them able to remove the gamepass ?
marketplaceservice
yes, if you want automatic gamepass detection like in pls donate you will have to use http request to roproxy i believe
otherwise if the player can choose which gamepasses to display, you only need marketplaceservice
is it hard to learn?
no just look at docs
and remember to use pcalls
for error handling since api calls may fail
how do u destroy a part for only one player
how do i connect leaderstats to textlabel inside billboard gui
how did u get it on leaderboard?
player values? attributes? datastores?
whatever it is, link it to the UI instead
yo how to fix the unsnitized id problem while working with animation?
For stuff like admin guis that are checking for player ids, do i make these on a server or a local script?
local script 🤭
any good combat system scripter here
for custom leaderstats, should you use remote event to update player values or propertychangedsignal or does it not matter
as in the gui
Comments not code
