#code-discussion
1 messages · Page 72 of 1
when the server changes the value objects’ properties, it will be replicated to client so you can just use :GetPropertyChangedSignal. only use remotes if u r not using valuebase objects and you need to replicate data to player
sounds like u using AI to code
Bro I tried to comment it myself but kept getting rejected
Lemme see ur code
Ill tell u why trust
Why what
Cause, I guarantee your using AI to code
🤓☝🏻
Otherwise you wouldn't need AI comments
you'd just comment urself the understanding of the code so that the bozos that look at the applications think ur a coder
Dude...
I don't need to prove to anyone anything
I know my self
They just so strict about their requirements
just learn to code
...
if you knew how to code, it wouldnt be a problem trust
☝🏻🤓
(they rejected my application btw, but thats cause i didnt put any comments explaining my code, lmao i just comment in my code as a way of organization)
I will try to rephrase the ai comments and use these ai detectors to make sure
how about just write the comments bro
if you understand your code it can't be that hard
fr tho
-- This prints hello in my console
(thats his only understanding of his code)
And the best don't comment at all
Bro I did try but they want more more details
write more details
i only comment for organization stuff
Bro I almost wrote a comment every 2-5 lines
or for commissions so the person getting my code has some sort of understanding whats safe to edit and whats not
write better comments
Will try again
-- does 1 + 1 is not a good comment for the line 1 + 1
I do --Constants and --Variables or --[Parameters for a function] sometimes but it depends how I'm feeling
He probably doesn't know the answer
-- Defines the LocalScript, which runs on the client side for each player
local Players = game:GetService("Players") -- Gets the Players service to access player data
local ReplicatedStorage = game:GetService("ReplicatedStorage") -- Gets ReplicatedStorage to handle server-client communication
local StarterGui = game:GetService("StarterGui") -- Gets StarterGui to manage the player's GUI
-- Gets the local player (the player running this script)
local LocalPlayer = Players.LocalPlayer
-- Creates a RemoteEvent in ReplicatedStorage to send announcements to the server
local AnnounceEvent = Instance.new("RemoteEvent") -- Creates a new RemoteEvent instance
AnnounceEvent.Name = "AnnounceEvent" -- Sets the name of the RemoteEvent
AnnounceEvent.Parent = ReplicatedStorage -- Parents the RemoteEvent to ReplicatedStorage
-- Creates a ScreenGui to hold the announcement GUI
local ScreenGui = Instance.new("ScreenGui") -- Creates a new ScreenGui instance
ScreenGui.Name = "AnnouncementGui" -- Sets the name of the ScreenGui
ScreenGui.Parent = LocalPlayer:WaitForChild("PlayerGui") -- Parents the ScreenGui to the player's PlayerGui
-- Creates a Frame to act as the main GUI window
local MainFrame = Instance.new("Frame") -- Creates a new Frame instance
MainFrame.Size = UDim2.new(0, 300, 0, 200) -- Sets the size of the Frame (300x200 pixels)
MainFrame.Position = UDim2.new(0.5, -150, 0.5, -100) -- Centers the Frame on the screen
MainFrame.BackgroundColor3 = Color3.fromRGB(50, 50, 50) -- Sets the background color to dark gray
MainFrame.BorderSizePixel = 0 -- Removes the border
MainFrame.Parent = ScreenGui -- Parents the Frame to the ScreenGui
-- Creates a TextBox for players to input their announcement
local TextBox = Instance.new("TextBox") -- Creates a new TextBox instance
TextBox.Size = UDim2.new(0, 280, 0, 100) -- Sets the size of the TextBox (280x100 pixels)
TextBox.Position = UDim2.new(0, 10, 0, 10) -- Positions the TextBox 10 pixels from the top-left of the Frame
TextBox.BackgroundColor3 = Color3.fromRGB(255, 255, 255) -- Sets the background color to white
TextBox.TextColor3 = Color3.fromRGB(0, 0, 0) -- Sets the text color to black
TextBox.PlaceholderText = "Enter your announcement..." -- Sets placeholder text for the TextBox
TextBox.Text = "" -- Initializes the TextBox with empty text
TextBox.Parent = MainFrame -- Parents the TextBox to the MainFrame
-- Creates a TextButton to submit the announcement
local SubmitButton = Instance.new("TextButton") -- Creates a new TextButton instance
SubmitButton.Size = UDim2.new(0, 280, 0, 50) -- Sets the size of the button (280x50 pixels)
SubmitButton.Position = UDim2.new(0, 10, 0, 120) -- Positions the button below the TextBox
SubmitButton.BackgroundColor3 = Color3.fromRGB(0, 120, 215) -- Sets the background color to blue
SubmitButton.TextColor3 = Color3.fromRGB(255, 255, 255) -- Sets the text color to white
SubmitButton.Text = "Post Announcement" -- Sets the button's text
SubmitButton.Parent = MainFrame -- Parents the button to the MainFrame
-- Function to handle the button click event
local function onSubmitButtonClicked()
-- Gets the text from the TextBox
local announcementText = TextBox.Text
-- Checks if the text is not empty
if announcementText ~= "" then
-- Fires the RemoteEvent to send the announcement to the server
AnnounceEvent:FireServer(announcementText)
-- Clears the TextBox after submission
TextBox.Text = ""
end
end
-- Connects the button's MouseButton1Click event to the onSubmitButtonClicked function
SubmitButton.MouseButton1Click:Connect(onSubmitButtonClicked)
This is how bro codes
I told grok to do this btw lmao
😭
cause im on my phone
and i like trolling this guy
🤓☝🏻
🤣
i couldnt imagine commenting every line
thatd be wild behavior
goood i killed chat
☝🏻🤓
how the fuck do i make this work
local list = {}
local newList = {}
script.Parent.Visible = true
local temporaryInv = {}
for i, v in plr.Inventory:GetChildren() do
table.insert(list, v:GetAttribute("Price"))
table.insert(temporaryInv, v)
end
table.sort(list)
local x = 1
repeat
for i, v in temporaryInv do
if v:GetAttribute("Price") == list[x] then
local newFrame = replicatedStorage.GuiElements.ItemTemplate:Clone()
local model = v:Clone()
model.Parent = newFrame.ViewportFrame.WorldModel
model:PivotTo(newFrame.ViewportFrame.WorldModel.Test:GetPivot())
newFrame.NameString.Text = model.Name
newFrame.Parent = script.Parent.InventoryElements.ScrollingFrame
table.remove(list, list[x])
table.remove(temporaryInv, table.find(temporaryInv, v))
x += 1
end
end
until #list == 0
print("finished sorting")
are animations globally activable only via server? and is it laggy?
you can activate animations on the client and it will replicate
for i, v in temporaryInv do
Hello Im RoModel and over the last 5 months my devs have been storming ideas on games until we made better homepage but we have gone bankcrupt in funding and have decided to sell the game you can play it below and the price im selling it for can be negotiated Dm me for more info[payment lowest 5k robux]
www.roblox.com/games/86727184540042/Better-HomePage

creating a remote on client
send the hole code
script.Parent.Parent.HUD.Inventory.MouseButton1Click:Connect(function()
local list = {}
local newList = {}
script.Parent.Visible = true
local temporaryInv = {}
for i, v in plr.Inventory:GetChildren() do
table.insert(list, v:GetAttribute("Price"))
table.insert(temporaryInv, v)
end
table.sort(list)
local x = 1
repeat
for i, v in temporaryInv do
if v:GetAttribute("Price") == list[x] then
local newFrame = replicatedStorage.GuiElements.ItemTemplate:Clone()
local model = v:Clone()
model.Parent = newFrame.ViewportFrame.WorldModel
model:PivotTo(newFrame.ViewportFrame.WorldModel.Test:GetPivot())
newFrame.NameString.Text = model.Name
newFrame.Parent = script.Parent.InventoryElements.ScrollingFrame
table.remove(list, list[x])
table.remove(temporaryInv, table.find(temporaryInv, v))
x += 1
end
end
until #list == 0
print("finished sorting")
end)
it would be cool to have a competition on who can make the most complicated way of printing hello world
i think ur issue is at the www.roblox.com/games/86727184540042/Better-HomePage
yeah i can see ts went bankrupt
no
lmao copy and paste
the table.remove(list,list[x*)
table.remove parameters is the array where u gonna delete a value, and the position of the value to remove
so you'd have to do
table.remove(list,x)
@somber vault
its why ur script is timing out bc how u have it atm its not actually deleting anything off the list
broski thats quite litterally the worst idea for a game and i could recreate it in 20 minutes
yo
anyone wanna see my webswinging in studio
i mostly script so dont focus on animation
WHY IS THERE NO PASS THE BOMB MODEL ANYWHERE?!?!!?1
its grok not me 😭
i don't know if you're blind or not but the problem was that his script was yielding for a loop; he can fix everything else himself as he did not ask for it
"holy shit this server" yup, ur right buddy! 🤣
can yall give me a plugin idea?
Um so, I'm new to scripting. Any ideas on some small projects I could potentially make as a beginner?
Think of a plugin you would like to use to make things easier.
Depends on how new you are.
If you just started, instead of thinking a whole project work on a system.
It doesn't have to be big, but you could work on something like changing a parts color when you click on it
Get an idea in your head that you think is actually achievable and go for it.
All depends on your skill level.
yeah ik but what lol
I'm really new so I'll start by creating basic system, thank you so much 😌
is there any significant performance difference between remote functions and remote events anyone know? 
Remote events can be sent in high frequency, while remote functions are more costly.
But they are used for different things so use whatever you think best suits the case you're dealing with.
Remote functions return a value
Remote Events is more fire and forget
ok bet ya just wanted to know if its worth implementing both types
working on a custom inv system
thank you 
( if you need a example )
A example for remote functions would be getting the players data from the server to replicate on the client
yeah makes a lot more sense taking that into consideration lmao
need to use rfs for block placement, client creates a mock and the rf returns true or false based on if the server validated the block
I understand the basics of coding and what most things. I want to try to make a small game project to understand game making and such, but I dont know really how. I kinda dont know what to make and when I hit a roadblock I dont really know how to fix it. What is something that is small and easy to create in order to understand scripting and game making more
you my friend need to learn how to design game systems 👍
you may know the basics but if you don't know how to apply the concepts then theres not much use
luckily its not that hard to learn
Do you know any resources that can help teach it
I would like to start small since I dont want to jump into complex stuff without understanding game design
unfortunatly, this si the part where resources start to become scarce
because designing systems like that can be done in multiple ways
but i can provide with some examples
Yea id apprecaite it
Lets start with something easy, suppose your game is an obby, and you want have a brick that when the player touches it, they get respawned to the start, how would you do that?
Assuming your talking about a kill brick you create a brick that checks if the part that touched it belongs to a humanoid and if it does then kill it which will eventually respawn them back to the start. Or if im not wrong you can also use a collection service to get all kill bricks under a tag and make it fire a script when they are touched
that last part might be a little iffy
How comfortable are you with tables
you could also get the player instance and use :LoadCharacter()
shut your fucking mouth
Now what if you want to add kill bricks that you create in game?
somewhat confortable. I get how to use them but probably need more exposure to them to perfect it
but you wouldnt know the difference
Are you good with modules aswell?
I understand them for the most part, but once again just need more exposure to it
the issue with that script was that the condition to close the loop was when the list was empty, but the way the dude wrote the table.remove was wrong and thus the loop would infinitely run without yields, timing it out
Okay then here's a challenge you can do that you can apply to most games.
Make a module that returns a function with a parameter called button
Using the tween service and user input service make it so that when the button is entered, left, inputbegan and inputended
Do a tween, and then if the button is destroyed clean the button up
basically a tweening button module
i think ur braindead
dude i just gave him code that doesnt work
one google search is all it takes to prove u wrong
do you know what yielding is
I mean I can either plop them into the game or put them in server storage and clone it when I need to and parent it to the workspace
and also state its position in the workspace
alright ill give it a try
search it up rn
define it
i JUST searched it up and the first answer that came up was a devforum post explaining exactly what ive said
i will send you a link in dms
while true do end
``` will never yield
I understand, however this is not agood example to showcase yielding
dm me and let me know when you're finished, I can review your code if would like
What about infinite yield?
It’s so popular
I kind of want to like dig into it
repeat
for i, v in temporaryInv do
if v:GetAttribute("Price") == list[x] then
--[...]--
table.remove(list, list[x])-- this doesn't actually clear values inside the array
table.remove(temporaryInv, table.find(temporaryInv, v))
x += 1
end
end
until #list == 0 -- Loop ends until array is empty
the loop is infinite because the condition is never met
Guys stop calling them arrays it’s driving me insane
well table library is for only tables that have sequential positions (aka arrays) 
Well, does LUA call them arrays anywhere?
Ok
and Luau does call them arrays
I guess it’s time to stop calling it LUA
Where?
Ah this is stupid
I hate LuaU
yeah right here https://www.lua.org/pil/11.1.html
Alright whatever, call them “structs” next
usually that name refers to the exact opposite of reference types
why do u hate people calling the equivalent of arrays, well arrays?
if something stores multiple values using sequential integers to organize em
im just gonna call it an array lol
althought ipairs / pairs is technically deprecated, would it still be better to continue using it? considering its essentially giving you extra information about what type of data structure you are iterating on, i'd imagine its better practice to include
Else if Else if Else if Else if Else if Else if Else if Else if
ah thats what i figured, thanks
yo is it worth doing graphics for $$$?
i have some experience with art in photoshop and was wondering if its good commisions
I'm getting an error on this part of my custom chat script. It used to work just fine but it might've been an update Roblox did that made it stop working today. I've attached an image of the error, can someone help me out please?
if type(value) == "string" then
newMessage.Text = value
CH:Chat(sender.Character, raw)
elseif typeof(value) == "table" then
newMessage.Text = value.Text
newMessage.Gradient:Destroy()
newMessage.TextColor3 = value.Color
end
Here's the whole function too:
function NewChatMessage(value, sender, raw)
local newMessage = _G.UI.Chat:Clone()
if type(value) == "string" then
newMessage.Text = value
CH:Chat(sender.Character, raw)
elseif typeof(value) == "table" then
newMessage.Text = value.Text
newMessage.Gradient:Destroy()
newMessage.TextColor3 = value.Color
end
newMessage.TextTransparency = CurTransp
newMessage.Name = "Message"
newMessage.Parent = Chat.Messages
ChatPos = Vector2.new(0, Chat.Messages.AbsoluteCanvasSize.Y)
table.insert(Logs, 1, newMessage)
while #Logs > 30 do
local key = #Logs
local msg = Logs[key]
table.remove(Logs, key)
msg:Destroy()
key, msg = nil, nil
task.wait()
end
end
Do you think this is why it's happening guys?
https://devforum.roblox.com/t/textservice-filtering-returns-empty-message-for-valid-text-input/3650504
When using TextService followed by GetChatForUserAsync on the returned object, the function returns an empty string instead of the filtered message content. This occurs both in Roblox Studio and in published games. Create a script in ServerScriptService with the following code: local TextService = game:GetService("TextService") local Players =...
@river frigate brother I have to make a scam ticket
you can’t just waste 3 hours of my time and not pay me
I’m already self employed to $5 an hour
firstly stop using _G
secondly GetChatForUserAsync is deprecated
and will return an empty string henceforth
you need to use TextChatService to process messages
the entire game is scripted for it 😭
I don't think it's being used anywhere in the script
Here's the full script for your review
lua/luau doesnt even have "arrays" as a concept
theyre all tables, whether their hash portion is 0-length or their array portion is
I like lua's tables they can be dictionaries arrays, etc etc
Only thing i am not used to is that their indices start at 1
😭
Why
I'm not sure, but I guess it might be because everything in the tech is reliant on each other.
But module scripts.
I mean i guess it depends on the use case
I have tried making a framework using it but it was just worthless atleast for me
Just ruins intellisense and debugging was a little harder
Yeah, I'm not really sure why he did it that way...
Now the entire tech is very... breakable.
twitch
mhm
yes 100%
can someone please review this and lmk how to fix the issue 😭
Hi
my game launch is tomorrow if I don't get it fixed I'll have to delay
For what game?
roblox rolling out the stupidests updates at the most important times
It's an Ancient Roman Roleplay game
nice
me personally I believe indices starting at 1 is actually really good, because unlike other programming languages you don't have to subtract the length of the table to loop through an array, and also it's easier for for loops in my opinion
It is very convenient i am just used to 0 indexed arrays cuz i mainly code in java
I started learning python & javascript. and while it was confusing at the start it was easy to get used to, so I guess it's just whichever you're used to
This is what an idiot wondering why his code isn't working looks like:
Chat is acting strange, I believe it is an attempt at AI-based anti-spam 🤷 .Chatted is arbitrarily not firing when I type messages that other players can see..
Wait why isn’t it working
alr
🙏
TextChatService is now law
remove it all
you MUST use textchatservice
not this thing
or roblox will moderate your game
you can add a custom UI if you want though
why u abbreviating names
because he wants to
💀
How can i get this line to find a Tool that could have any names inside a player backpack?
local GloveTool = Humanoid.Parent:FindFirstChildOfClass("Tool").Hitbox.HitHandler
How do I apply the opposite force to make a character stop moving all together
I feel like this is easy cant think of it atm
An opposite force doesn’t stop movement it stops acceleration
if anyone want this theme lmk
I put the tonumber() on an actual number and not on the variable (useOption)
at the end you can see the guy floats all the way up
that's because I had a running start
I have a vector force to reduce the fall
but the force of the jump is added which makes them float upwards
So you have a downward force other than gravity?
Yeah
I dont want to change the gravity
I want them to stick to walls
Oh
the vector force is fine
I just want to stop them from moving because the jump is pushing them all the way up
oh ok ill check it out
Mb it’s a vector3
That worked thank you!
Apparently your comment has an error
then it isn't a comment...
Yay physics
it was for some reason i had to erease one letter and then put it back and it went away
Yeah but I meant that it didn't register it was a comment, it just needs to be updated/refreshed
How easy is it to create a system that automatically teleports the 8 people onto 1 of 8 game pillars on a randomly generating map
gpt could do it
I ain’t using ai
nobody FUCKING said that.
what is the most safe browser?
edge
TOR
unless u dont curr about da privacy
then start edgin
Depends on the map, the pillars are easy
gimmick
Wait but isn't the script I sent just an addition onto textchatservice with custom UI
@frail yarrow Thank you for your help. It seems I have diagnosed the issue. I'll have to completely get rid of my custom chat system which we worked so hard on. It covered custom admin commands, custom player commands, custom emoji handling, custom notifications, and so much more.
Roblox has literally shoved this update down our throats without any alternatives to fix the issue.
Post on Dev Forum:
GetNonChatStringForBroadcastAsync literally has “NonChat” in its name this isn’t meant to be used for custom chat systems.
After looking further I did find a “tutorial” about this
but for all things holy, why is it so over complicated? A single function allowing for text filtering between two users would be literally all you need. If I have a global chat system on the server using .chatted for example, I now have to go research like 8 different instances and functions just to have the same functionality.
Literally trying to convert it as I’m typing this and it feels like the 12 labors of Hercules just to understand basic functionality, it’s been like 30 minutes and I’m only now getting the server to pick up on a single message using the new systems. Furthermore it’s such a pain to work with that if I want my current code to work well with the new system I have to scrap large portions of it. It might be easier to just plug into GetNonChatStringForBroadcastAsync regardless.
TL;DR if I’m getting this right, not a bug but just intentionally made harder to use for the gain of “parental control and community standards”, with the only alternatives for custom chat requiring excessive work for re-implementation.
EDIT; After looking at some other posts as well, I think it’s meant to replace basic chat but the functionality required to replace higher end systems such as custom chats isn’t really easily there, especially getting that info on the server, unless I’m forced to I really see no point in attempting to completely convert to TextChatService when it has so many more downsides in terms of converting older systems that just using GetNonChatStringForBroadcastAsync can do 100x easier.
just let it go brochacho its over
I'm very disappointed in Roblox for not giving any alternatives or warnings before such a MASSIVE change
wym I got the warning like 2 months ago about that service
It's literally DESTROYED all custom chat systems. In games like mine the custom chat system is INTEGRAL to the game, without it the game is completely broken
Yes the warning was about TextCharService moving and Legacy being removed
it didn't mention anything like this
They should've mentioned that they are getting rid of GetChatForUserAsync
anyone know the code for roblox Scale Tool ? like something SImilar to scaleTo from roblox
yes
Can i ask for help to make a auto-showcase for player gamepasses when he claim a booth?
my head hurts... this is like my 3rd hou of constant watching a tutorial series
Hey guys can I get your help, how do I go about creating a framework for a levelling/ exp system
that will not help you
nah I am saying you need to stick to 1 of the basics first (i.e. functions) and learn that for the whole day. before moving to the next
not all at once
our memory can't cope with too much information
alr
and i check back on my knowledge before starting again
i was told to do that by a staff
that is a very good way of learning
👍
should just be BasePart:Resize
stupid tree smh
or else what
if anayone here scripter wants to for on a game for 10% dm me ..
yooo if i wanted to make my own physics with custom momentum and physics what sources show that
Peak
lmao thats such a W, how’d you make the char?
i built stuff and welded it to a character
Is it not good to constantly use attributes for storing values?
Too my knowledge there is a limit to attributes. Is it better to use object values instead of attributes or?
what’s ur usecase?
should use tables
your mnom
ur mam
yes
Guys there a plugin to connect roblox studio with github? so I can commit scripts etc
iirc someone is making a plugin for that. But personally, I would use rojo that connects roblox to visual studio code, and from there you use git
so rojo works like you writing scripts in vsc and rojo moves the script to roblox? never worked with rojo
when you save a script in vsc, it pastes to the roblox studio
the setup for rojo is tedious
you must work from scratch if you want to use rojo
so if you have an existing project, you cant
so why you need rojo for that? its like remote to transfer script from vsc to roblox?
yeah
oh shit
rip me
there is other way to commit scripts from roblox studio to github in already existed project
you can still port ur game over
hey all - what are some good roblox projects for a portfolio? I'm typically a website dev but looking into roblox
is it possible to be able script a PTZ Camera that can move with ease and zoom with mouse wheel and be viewed from a person at a control seat?
Includes:
• Camera presets with a number pad gui
• to set a preset you would press a number 1-4 and press set.
• to go to that preset you would type in 1-4 and press call
yes it's possible
the hardest stuff you can make
Is here anybody worked for a donation game???
anything that looks good
Kind of disagree there ... make a portfolio of the things you WANT to create for others even if you consider it easy
smooth ui, unique things, vfx
If it is not something you would enjoy making for developers, don't add it to your portfolio
Just a little alert ... beginner to moderate coders are almost obsoleted with AI so make sure your skills are sharper than what AI can do
How can you tell where you are? Ask AI to make something, then take note of all that you would need to do to implement it into an actual game. The more work you have to do to make it usable, the more useful that skillset is
not true
theres rbxlx to rojo exe made in rust that will transfer an existing project
Check this out
Then commit the local copy to github
It really feels like Roblox is reinventing the wheel here as usual
Why they refuse to just build in git integration is beyond me
p.PrefixText = "<font color='#0000ff'>[Developer]</font> "..msg.PrefixText
how do i concantenate "developer" and the color if its already in speech marks im confused
Well I wasn't saying if you absolutely hate doing something to put it on your portfolio
but you want the most impressive things
I need help with rojo (using first time), that means if I click accept every my script be overwrited by vsc project?
I want move the whole game to visual studio code
but i dont understand how its works
I need copy and paster every script from roblox to vsc manual?
its ass
use string interpolation
by using backtick (`) for strings
also you want to concatenate it with msg.Text
rblxl to rojo
what difference does that make
also why are you firing clients a changed value when it can be read on the client
ANyone availbe to help on a quick bug fix with a game opening?
you are concatenating the prefixtext with new prefixtext
you just need to set msg.PrefixText
wait no
im a crackhead
you js need to set the prefixtext
idk but current one works
i'm boycotting studio because of the plainly shit api 🤷
If your vsc project has nothing, no
Any file on the vsc project will just add to it.
No need to copy & paste every script unless you want to edit them in vsc
how would i make an interval and make a gift box spawn in random areas?
If I want commit eveyrthing to github, I need paste everythgin right?
i just started scripting is this organized enough?
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local mouse = player:GetMouse()
local selectedPart = nil
local highlight = Instance.new("Highlight")
highlight.FillColor = Color3.fromRGB(255, 255, 255)
highlight.OutlineColor = Color3.new(1, 1, 1)
highlight.OutlineTransparency = 0
highlight.FillTransparency = 1
highlight.DepthMode = Enum.HighlightDepthMode.AlwaysOnTop
highlight.Enabled = false
highlight.Parent = workspace
mouse.Button1Down:Connect(function()
local target = mouse.Target
if target and target:IsA("BasePart") then
if target.Name == "Baseplate" then return end
if selectedPart ~= target then
selectedPart = target
highlight.Adornee = selectedPart
highlight.Enabled = true
end
else
selectedPart = nil
highlight.Enabled = false
end
end)
or should i put the highlight in the replicatedstorage or sm??
No
You can perform github command from your terminal in VSC
and then push
And navigate to your github repo, and merge the pull request there
(I suggest u watch tutorial instead of asking me for more information)
-- bools --
local tweening = true
local exphitmax = true
-- ints --
local tweentime = 1
local levelincrease = 1
-- numbers/floats --
local expgaindecrease = 0.001
local level = {}
level.__index = level
local ID
local LEVEL
local EXP
local MAXEXPTILLNEXTLEVEL
local function checkLevelHit()
if exphitmax == true and EXP >= MAXEXPTILLNEXTLEVEL then
return exphitmax
else
return false
end
end
-- level.new(id = Player.UserId , level = Player's Level , exp = Player's Current Exp , metnlvl = MaxExp till next level)
function level.new(id, level, exp, maxexptnl)
local data = {}
setmetatable(data, level)
ID = id
LEVEL = level
EXP = exp
MAXEXPTILLNEXTLEVEL = maxexptnl
data.id = ID
data.level = LEVEL
data.exp = EXP
data.maxexp = MAXEXPTILLNEXTLEVEL
return data
end
function level:increaselevel()
if checkLevelHit() then
self.level += levelincrease
self.maxexp += MAXEXPTILLNEXTLEVEL
self.exp = 0
else
return "Player hasn't reached the required exp!"
end
end
return level ```
Do y'all think this would work so far? I am not good with OOP as of yet.
I don't even know why I am using OOP
i need some help with my code
in that case you dont need oop
I mean I am going to test things out with oop for a while to get good at using it. Then I'll go back to functional programming.
😭
big brother rawget is watching
how do i paste code like this instead of just putting it in chat
use this 3 times `
thanks
np
Im trying to make a grab system, currently, it welds the "Target" To the Attacker after changing the collision groups so they dont collide, however, it "freezes" the attacker and they can only jump. How do I go about making it so the attacker can move freely?
any ideas?
local contab={}
table.insert(contab(hundredsofconnections))
--contab is never ref'd
will contab be gc'd
you parented weldthing twice
I try figure out how rojo works, but I dont understand why in StarterCharacterScript the script dont shows but when I move to ReplicatedStorage its works
minecraft has such a specific implementation for its water voxel fluid
its not an easy to define cellular automata 😔
nice, do you use raycast for that?
make the voxels smaller
it would be fun to see actual water fluidity
other than polygons
Oh yeah, does that matter?
idk test it, I normally parent it at the end so it doesn't have missing properties
didnt work
Honestly just going to make a remote event to all clients align position and orientation
alr is the target attached to the character and nothing is anchored within the target
yes, you can still jump up and down and it will move a (tiny) bit
Why I cant create local script in RepFirst in vsc, I can only create modular script
is it enabled
modular can be either server or client sided
I know
but I need local script not module
I need create local script called Init, whos requires all main modules on client
On roblox its easy
but when I use rojo
Im so confused
I haven't used rojo before so I can't help, why can't you create an init in roblox then use rojo for the modules
have you enabled the weld
I have everything in roblox but I want move whole scripts to vsc to commit on git hub for version control and portfolio
alr
yes, its enabled
try creating an attachment to weld the character to instead of weld directly to the attacker
@uneven jolt try creating a new instance either in the character's body part or via script and parent it to the body part you want to weld them to
Has anyone found an alternative to the filtering
ima try making an attachment
alr
Would I use :FireClient for UI and :FireAllClients for Animations (Ex. a Combat System)
Or is it backwards
i'm a little confused about it
why do you want to use fireclient, is the ui script serversided or client
Client
use modules instead
They're better?
well you are trying to use fireclient which only can be used in a server script
you should never use that
Alright bet
learn a bit about modules before you use them
i was emulating the minecraft behaviour with some diffs so its pretty boring even if i make it smaller
if i have time i'll change it up to be like an actual voxelized fluid sim adhering to flow and conservation equations for fluids
that would be nice to see
Looking for exploit discussion discord server
its related to roblox
What is its purpose
is typescript easier than lua?
is it just me who would never use promises because task.spawn() exists
rojo its just transfer from vsc to roblox
its using lua too
its eveyrthing the same as in roblox studio
does it have an output?
It's a tooling that bridges files from your local machine into Roblox Studio
it have, you use visual studio code for it
I use it for github
so I can keep control version and commit everything
ohh i see
i just want to run functions and stuff and see an output, could i use rojo/
because
in roblox you have output too
roblox studio is really laggy for me
any time i want to stop the game my laptop freezes for 20 seconds
even tho it sounds little it gets annoying
oh i see
but like what happens if u execute a piece of code?
does it impact studio
thats sick
its changes ij roblox
ty for telling me
np
github
it also preffered by big projects in roblox, cuz everyone can clone repo and open for thems, like if you have 4 scripters
one have main repo, others clone and work on them
later they just commit and push changes
and its nice way to keep version control
i see thanks:D
wdym by commit?
do you used git before?
never
commit to save changes, push to upload chhanges to github
i see
and you use powershell or git command bar for them
is git complicated
I dont think so, but I have git in unviersity
but porobably you can learnm from youtube
its basic programming tool
ah i see, thanks for telling me these stuff!
a lot companies using it
and for get programmer job not on roblox, you should keep updating your github
shows your works
read me docs
about project documantaino
documentation
tyty:D
would u guys say that entity oop is necessary?
Idk all i know is 50% of promise's lines are fucking comments and it pmos
yes
use oop for anything that needs details and is made in a quantity
can u help me with the basics
sure bro'
wana hop on vc?
I seriously need scripting help can anyone help me please
wheres the roblox documentation page where starters learn coding
How useful is a library and does anyone have information on how to make one properly
Just try to make a simulator and follow the steps online
I didn't do that but I wish I did
Quenty.org: A portfolio for James Onnen
this is not how to make a library brochacho
best way to mark someone as dead for a round system?
okay how do u make a library
you define an exposed interface that implements a solution to something Lolol
too vague
theres the invite link
So i make a library by joining a discord server
very vague... very vague.
u can learn abt how to make a library in more detail
How so
Bcs u’ll get exposed to a bunch of different libraries & tooling, and a variety of ways to set up/maintain them. Also could ask specific questions w open source
Okla stop rage baiting
"heres a list of resources to skid from" w answer
Mah bad
More helpful than ur vague answer though!
ur answer was indirection to a skidding forum
dunno how dats an answer
You guys know when you make a library using a module that stores info that you just call back in
Ii think it's a library
Idk if it is
hush
I tried to search it up and use it in the past but I was using it wrong and couldn't figure it out
wtf does this mean brochacho
Idk man
I don't really know what I'm looking for
I got a vague idea was hoping y'all would understand
what are you trying to do
See I'm trying to recreate king dom hearts combat system and I kinda need a way to store all the lil customizable parts of the menu
Storing data in module script that other scripts can access same data.
?
Buddy its called metadata
Wats dat
dyk the basics 😭
NO
Lol
How do you even learn the basics info is so scattered I kinda just try to make things and learn along the way
u get a mentor brochacho
No
then ur gonna learn 10x slower it is what it is
bro is addicted to using the term brochacho what the dorito nacho
how can I fly in my own game
Make a flying/noclip script
I asked chat gpt and they gave me a script and it kinda worked
how to i force the player to seat in a driver seat?
humanoid:sit()
are there any actual scripters here willing to work
for some reason nobody responds to me
MY GAME IS FIRE
LOCK IN
if smb can work with me hit me up 😭
i actually pay
memory mapping
REF DO SOMETHING 🥀
whats the best way to memorize code?
read it over and over and over
oh
Can anyone here fix a bug for cheap
yuh for 100k usd
use it a lot
(also plays into reading it over and over)
put yo phone on charge
fr
guys what else should i add to india tower defense before everything gets coded
giant loads of poop
cow shit would go crazy
ts is the starter level.
COW SHIT IS COMMONPLACE
we need something more extreme.
what that do
how can i change shiftlock toggle to ctrl instead
pays 1 cent an hour
you making an emulator w/ in roblox?
GUYS HELP
whats the best way to learn scripting
through me
No hiring outside of marketplace
Here's a cool theme for ya paste this in commands local themeSettings = { ["UI Theme"] = Enum.UITheme.Dark, ["Background Color"] = Color3.fromHex("#1A1B26"), ["Text Color"] = Color3.fromHex("#A9B1D6"), ["Selection Background Color"] = Color3.fromHex("#2F3C70"), ["Current Line Highlight Color"] = Color3.fromHex("#1F2335"), ["Keyword Color"] = Color3.fromHex("#BB9AF7"), ["Operator Color"] = Color3.fromHex("#89DDFF"), ["Number Color"] = Color3.fromHex("#FF9E64"), ["String Color"] = Color3.fromHex("#9ECE6A"), ["Comment Color"] = Color3.fromHex("#565F89"), ["Function Name Color"] = Color3.fromHex("#7AA2F7"), ["Method Name Color"] = Color3.fromHex("#7AA2F7"), ["Built-in Function Color"] = Color3.fromHex("#2AC3DE"), ["Local Identifier Color"] = Color3.fromHex("#A9B1D6"), ["Global Identifier Color"] = Color3.fromHex("#C0CAF5"), ["Field Identifier Color"] = Color3.fromHex("#7DCFFF"), ["Bool Color"] = Color3.fromHex("#FF9E64"), ["Nil Color"] = Color3.fromHex("#FF9E64"), ["Whitespace Color"] = Color3.fromHex("#2A2F41"), ["Ruler Color"] = Color3.fromHex("#3B4261"), ["Error Color"] = Color3.fromHex("#F7768E"), ["Warning Color"] = Color3.fromHex("#E0AF68"), ["TODO Color"] = Color3.fromHex("#7DCFFF"), } local studio = settings().Studio for settingName, value in pairs(themeSettings) do if settingName == "UI Theme" then if studio.Theme ~= value then studio.Theme = value print("UI Theme alterado para Dark. Pode ser necessário reiniciar o Studio para efeito completo.") end else studio[settingName] = value end end studio.Font = "Fira Code" studio["Text Editor Font Size"] = 11 studio["Text Editor Font Name"] = "Editor"
just go to roblox studio and create whatever is in your mind, you will be creating logics in ur mind the whole time. Once you dont know smth you learn it. Start with small projects and do bigger projects each time
adding some water but there are still a few bugs that need to be fixed :[
How to script a tool to emit vfx and play an animations?
Yo, I'm making a combat system (like battlegrounds m1s) which I can make, but I was wondering the best way to keep track of stats like stun and ragdoll or if they are already attacking. I was going to use a module but since I want it to be responsive I need to handle it on the client, but modules don't replicate and I need sanity checks on the server. Not completely sure what the best way to handle that would be. Thanks.
is there a way to import/export script editor settings?
and also is there a way to bulk import lua files?
When should I use global variables?
like I use local scope variables a whole lot and never tend to use global variable in my scripts.
Never
yes
Wdym modules don’t replicate? They can be used by both client and server
its for the firmware’s reserved space in the memory, then the rest of the memory can be use by the system (like apps, games, background tasks and what not)
I just hope it doesn’t take up too much memory and space.
Alright to my understanding Classes are made up of multiple properties provided to create an object and inhibits methods that control the objects behaviour? And these classes can be inherited by other classes with different methods?
Trying to understand OOP
it’s in there so the planning of other pieces of firmware can be shared- why does it smell like shit
nicee, idk what any of that means and why its good 😭
im new dats y
is it bad to have more than one server and local script
yeah, keep everything in one script ideally
but idk how
@sacred wagon
bc the buttons need a local script and the general imputs need a local script
idk how to keep everything in one
use modules
if u have multiple particles use pairs to avoid using code like
local particle1 =
local particle2 =
etc
playing an anim use Humanoid:LoadAnimation() or simply just use AnimController
Use multiple modules for each game mechanics
and just let the server handle less mechanics inside and module load everything under the server
Does anybody know how to make a progress bar for a tower obby that shows the users profile avatar?
you get the users profile avatar from the html code by inspecting
I forgot but it was a link
Anybody knows a youtube tutorial for this?
i'll give you an ❌ then
np i found my scripter
“`local rebirthButton = script.Parent
local replicatedstorage = game:GetService("ReplicatedStorage")
local remoteEvent = replicatedstorage.WaitForChild("RemoteEvents")
local rebirthevent = remoteEvent:WaitForChild("rebirth")
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local leaderstats = player:WaitForChild("leaderstats")
rebirthButton.MouseButton1Up:Connect(function()
local clicks = leaderstats.Clicks.Value
local rebirths = leaderstats.Rebirths.Value
local rebirthsamount = tonumber(rebirthButton.Name)
local cost = 100
local gemsgiven = rebirthsamount*10
if clicks >= cost then
rebirthevent:FireServer(rebirthsamount, gemsgiven)
end
end)"`
when i click rebirth button it doesnt make my click go 0
how can i fix this
guess how I did this
nuh uh
insane
I NEED YOUR GUYS HELP IM GOING TO CRY
This is how my normal freefalling should look like
BUT RANDOMLY IT TURNS INTO THIS
WHAT THE HELL COULD EVEN BE THE ISSUE BEHIND THIS?
Guys IVE got a script that says local roundLength = 10 (seconds) how do I make it so the round lasts till one person is alive in the map
Is Roblox studio working for anyone?
water
hi
i want to bring the rock 1 stud up but when i try to do it, doesnt work at all
r u unable to select it
no heres my code
i want to be able to bring it up a stud
but it doesnt work
How do I position a gui over a vector3
Add 1 on y axis?
you are currently adding 0 to y
isnt to move it up the z axis?
to position it perfectly on top of something its:
y = platform.Size.Y / 2 + obj.Size.Y / 2
ah
no, z is forward and backward
ok
so .CFrame works better?
for something basic like this vector3 and position is fine
its just your formula that is wrong
oh
but it works fine for me
i'll see
is anyone good at making guns
someone should be able to help you in #modeling-hirable
they are charging alot but picking one from dms will cost like 80% less
anyone who is somewhat knowns how to code or build wanna be my parttner for my brainrot game idea please dm me
can anyone help me fix this everything is working fine like the ball spawning at your feet and the ball following you and when you click kick the ball detaching from you but then after that when i click kick the ball is supposed to kick but it doesnt work if someone could help me solve this issue i would be very thankful
check infinite yield first
most likely the issue
what exactly is this?
blue locks rivals in development 
not blue lock it is a football golf game
wth is a football golf game
dw
How can I prevent my characters from falling when they are in an elevator made with TweenService?
Nvm, wrong chat
check dms please
like what
i have over 900k robux
damn
meow
I am back
hmmmm
wht about I sell you a flying model (trust me it's good )
Best hitbox method?
how do i turn a keyframesequence into a animation
how do i turn a keyframesequence into a animation
help
I want to have a running animation play when the movedirection magnitude of the humanoid is past a certain threshold, but the problem is that it still plays when the character jumps or is in any other state. what's the best way to go about this? I want the animation to stop when the magnitude is below the threshold
theres 2 ways you can do this
first is by forking the animation script that generates when ur character spawns, inside of it theres the ids of the animations the avatar has equipped at that time, all you gotta do is swap em to ur custom animation id and place the script in starter character scripts
I have a function that automatically loads the animations for me, and I have the animation loaded. there's also a function called stopAllAnims() if that helps here. I want the default r6 walk animation to be there, and when the magnitude passes the threshold, it switches to the running animation and vice versa
okay so u have a custom animation handler then
could you not check the humanoid state and then if they are jumping dont play it
alternatively lower the animation prio of the run
yeah I thought of using that and using that to check if the player is running too, but the problem was that it was sending the check only once and not repeating it to see if the player has passed the threshold. I tried putting a while loop inside that breaks if the threshold is met and lets the running code play but it only works the first time
could you send a snippet of the code?
to be fair are you doing the system where u gradually increase the walkspeed?
nope the max walkspeed is 32, trying to mimic the max walkspeed of parkour legacy
but static walkspeed right?
yeah it stays constant
should I try the walkspeed gradient method you told me, it will switch the r6 walk animation with the running animation if the threshold is met and revert it when not
lua
game:GetService("RunService").Heartbeat:Connect(function()
if Humanoid.MoveDirection.Magnitude > 0.5 then
if not loadedAnims.run.IsPlaying then
stopAllAnims()
loadedAnims.run:Play()
end
else
if loadedAnims.run.IsPlaying then
loadedAnims.run:Stop()
end
end
end)
uh
here's what I got going right now, it's the 3rd method I've tried so far
this isn't inherently wrong but you are missing the condition of when the character is jumping to also stop it
sure but I'm currently trying to implement the run-up feature where you have to be at a certain speed for the running animation before adding if character jumping stop animation
local state = nil
game:GetService("RunService").Heartbeat:Connect(function()
state = Humanoid:GetState()
if Humanoid.MoveDirection.Magnitude > 0.5 then
if not loadedAnims.run.IsPlaying then
stopAllAnims()
loadedAnims.run:Play()
end
else
if loadedAnims.run.IsPlaying then
loadedAnims.run:Stop()
end
end
if state == Enum.HumanoidStateType.Jumping then
if loadAnims.run.IsPlaying then loadedAnims.run:Stop() end
end
end)
the thing is that MoveDirection is digital inputs only
you could try smth like that
not sure if controller makes it analog
I'll try it in place of my current code
but basically MoveDirection.Magnitude will always be either 0 or 1
More compact version of this
game:GetService("RunService").Heartbeat:Connect(function()
if Humanoid.MoveDirection.Magnitude > 0.5 and Humanoid:GetState() ~= Enum.HumanoidStateType.Jumping then
if not loadedAnims.run.IsPlaying then
stopAllAnims()
loadedAnims.run:Play()
end
else
if loadedAnims.run.IsPlaying then
loadedAnims.run:Stop()
end
end
end)
I mean it does stop the run animation and start it when needed but it doesn't have run-up or proper stopping on jump, the animation simply restarts after the jumping code stops it
I don't really know how movedirection works I thought magnitude is another way to say velocity
nope
magnitude is basically some vector nerd math concept
which jsut represent the vectors total length
well what do I do to calculate the player's current speed? walkspeed refers to the max speed : (
you cant really do it on movedirection
velocity of the hrp?
how could I implement gradual acceleration too?
again, move direction is a digital input that dictates the directin the humanoid is moving
roblox's current one is too fast
yeah I never know the different between lerping and tweening
if you want to implement that, i suggest you by adding the walkspeed change system
where you start at a lower speed but the more u keep moving the gradually it increases
and that is something you can use to detect the current speed of the player
you just gotta script its change first
indeed
such genius such wow
you detect when the player is moving when MoveDirection.Magnitude is not 0
does movedirection give you any xyz values to detect in WHICH direction the player is moving?
dont need to worry about that
all you need to check is whether the player is moving or not
still curious
which again, MoveDirection.Magnitude describes that
as long as MoveDirection.Magnitude ~= 0, then the player is moving
and if that condition is met, you gradually add an increment to walkspeed
this might be a bit complicated but do you know how to detect if the player is near the ledges of a part?
I wondered how hudzell calculated where the ledge was on a building for the long jump in parkour
raycasts
and a bit of vector math
but raycasts detect the entire surface na?
you send out multiple to map it out
and also do vector math
how does it work
when the player triggers the grab a ledge command, you check launch several raycasts to map out whats in front of the player
ok sure but what's the logic behind the mapping
Hi, are there any project investors on this server by any chance
if for example the raycasts sent to detect whats above the player dont hit the same part/dont hit anything at all to what the bottom/middle positioned raycasts do
thats a good sign the player is on ledge
can someone simply explain what forward dependencies are?
so how can I make the gradual acceleration happen on a gradient? like the acceleration isn't constant
you can but youd need to some extra math
what could be the formula
I mean if there is someone who lends robux and then asks for a % of the game's earnings
the most advanced one I ever came up with was 16*level + 16 for a walkspeed level system
a cuadratic/cubic formula should be good enough
liiike?
what are forward dependencies?
I mean if there is someone who lends robux and then asks for a % of the game's earnings
@proud idol
it's just a gradient give me something simpler 💔
thats how u do gradual change instead of linear change bro lol
maybe I haven't reached that level in math yet
example this is a linear equation
cause it follows the ax+b expression
if u graph that equation, it would should a slope
yeah I know linear equations are ones with the power being 1, but can't we at least IMITATE a gradient using arithmetic or something
if you graph a cuadratic formula, it shows this
no lol, curves are done with exponents (or trig functions but those arent really usable here unless u only consider the quarter half of a sine function)
aka cuadratic formulas or above
besides, you dont even need to more than just adding the result of the equation depending on the time they have ran
like its not as hard as u making it out to be
hear me out
what I could do is have a cooldown between the walkspeed increase arithmetic and poke around with the cooldown by subtracting it from it a constant number each time
adding is better I'm dumb
dude, just use quadratic equations
all school ever taught me till now is how to simplify them, I haven't been to school in 3 years 😭
it's hiddendevving time
I'm gonna try quadratics
dude its not that hard trust me
Ethernet library header 
local x = 0
local Cap = 1
function CuadraticEquation(t : number)
return 16*t^2 + 16
end
RunService.Heartbeat:Connect(function(delta)
if PlayerIsMoving() then
x += delta
if x >= Cap then x = Cap end
else
x = 0
end
Humanoid.Walkspeed = CuadraticEquation(x)
end)
@shy cipher
the faster u want it to hit the maxspeed, the mroe increment u wanna give to x
I'd understand if you explain what the variables in it mean
mmmm math
Bro 😭
ok I'll shut up 💔
the logic behind the code is simple to follow
you have x which represents the point ur gonna get a value from the cuadratic equation
it is dependant on the amount of time the player has been running
but theres a limit set by the cap variable (hence the name cap)
after the x value is set, the humanoid walkspeed is set depending on the value returned by the cuadratic equation
its that simple
and now you have a gradual change instead of a linear one
and since the speed has a gradual change, that means that the aceleration is linear (therefore not constant)
ok but what is deltatime doing in the equation
thats how the scripts knows the time the player has been running
delta is the time factor it took the client or server to move to next frame
between frames?
gotta lock in on math man
because programming and math go together like peanut butter and jelly
we still tryna figure out how much the butter will be worth in here 🔥
I just need people to explain math in borderland terms and not whatever the book's sayin
you get me
even in layman's terms you struggled bro
math unfortunatly cant be explained like that outside of introductory concepts
because math by itself is mostly abstract
I'm way over the amount of apples charles has by now
gotta grab the calculus 1 book bro and lock in
my mom saying I gotta lock in with the biology book what do I do
ur screwed
pfpfpffft biology is just enzyme go here enzyme go there
only thing stopping me is my drawing
also uhh how do I attach my animation to your quadratic
dont need to add it to the same script
you make a second script where either using Heartbeat or Event connection
you check for Walkspeed value
if the walkspeed value is above a certain level, then ur script runs
for organization purposes
you couldw rite the code for both of em on the same script
at least i can be happy I wrote the anim handler myself 💔
but its better if u have em separated
won't script to script communication every frame destroy your wifi
thats a way different thing
thats is not even used here
arrre we using bindables
a) no b) thats a thing on remotes only
a
estas bien tibio
pescado
hey guys
got a question
how do I contact people at #builder-hiring or all the hiring categories?
you dm them
bc I dmed lots of people to show my portfolio but I feel like im being sent to "Spam" so no one sees my messages 😭
if they ignore u then thats soemthing u jsut gotta accept
RunService.Heartbeat:Connect(function(delta)
if Humanoid.WalkSpeed > 6 then
if not loadedAnims.run.IsPlaying then
loadedAnims.run:Play()
end
end
if Humanoid.MoveDirection.Magnitude ~= 0 then
x += delta
if x == 1 then loadedAnims.run:Play() end
if x >= Cap then x = Cap end
else
x = 0
end
Humanoid.WalkSpeed = CuadraticEquation(x)
end) what do you think
o wait I forgot something in there
let me remove that
would set the humanoid walkspeed first, then do the check for the animation
also how i wrote the cuadratic equation, lowest speed value is 16 while max value is 32
what may one do to achieve running
you overcomplicated the if statement
I'm sure the compiler can figure that out ❤️🔥
if Humanoid.WalkSpeed > 20 and PlayerIsMoving() then
if not loadedAnims.run.IsPlaying then
loadedAnims.run:Play()
end
else
loadedAnims.run:Stop()
end
but PlayerIsMoving() isn't defined
you swap it with the thing that u use to detect if the player is moving
I aint just gonna spoonfeed everything to you
true I did replace it with the magnitude thing the first time ya did it
minimumfeeding is the way I reckon
why do you need an equation for walkspeed?
it works on a gradient
because he wants to have a gradual change in walkspeed
and a quadratic equation can be used for that
I don't know about this quadratic guy but he seems cool
cuadratic?
quahdrahtic
do you know what a quadratic equation is 
@proud idol thanks G I am now 3 times less scared of math
yeah but why are you spelling it with a c?
in spanish its ecuación cuadratica
i just got it confused
ohhh okay
quick question, if you say (parameter : number), what happens if the passed argument isn't a number?
nothing
nil?
well what is the parameter equal to in this case
a number
and the circumstance is that the passed argument to the parameter isn't a number
like circumstance as in scenarioooo
what if I try to use it in a formula or equation
u code the variable to be diffrent types
but that doesnt happen here so no check is necessary
cubic, quartic, quintic, etc.
is there any purpooose to a cubic equation
but at most ull usually just use cubics
if you failed to comprehend a quadratic equation, youll comprehend the cubic even less
give me a minute to comprehend quadratics
granted cubic is not as often used as quadratics, but it has is niche uses
more often than not ull be using quadratics and trig functions
but luckily u dont need trig functions here
or youd be brain overloaded
ok just give me an example for what the cubic does
3D volumes
can't ya just use part.Size
how would you calculate the volume of a cube+
how do you calculate the volume of a sphere
genuinely don't remember that one
well whatever it is
the point is suppose your cube
changes volume across time
were t = l
if you graph that
you get the simplest cubic equation
yo any1 knows how to fix "AnimationClip loaded is not valid."?
how do you graph a cube?? ain't graphs 2d
graphs can be 3d, and i meant graph the volume of the cube
youd get this
now in game engines
you usually dont care about cubics bc the engine already does the calculations for u
looks like someone got their maths right
but that doesnt mean theres aint niche use cases
for example, you usually see em when lerping to a value+
yes I would definetely need a curvy looking line