#code-discussion
1 messages · Page 83 of 1
someone yesterday explained how it exactly works
he said a lot of random things that i didnt understand (not a scripter)
i understand it in concept but not sure how i'd do it
it like... tries to pull your current motion towards the direction you're pressing, rather than just accelerating in that direction flat
honestly it might just lerp your acceleration vector
yeah that would probably work
it might even SLERP it
slerp my beloved
interested in doing the commision? send me a Dm if so
it wouldn't look good for shopping cart
Paying 1 bobux yearly looking for computer man interested Contact me
what could POSSIBLY be the reasoning behind this autofill
😨
Who is lf investors ( i am lf fully done game )
Guys is Roblox script hard compared to Java and python, I only know those two
How long would it take to learn?
Not hard, if you know those two you can get going with Roblox scripting within an hour
Maybe harder than python but Java is by far harder than Luau due to the syntax alone
If you know those 2 languages well enough, it'd be pretty simple to learn Roblox Luau
r34
Some basic stuff for Luau in case the syntax is new to you:
A = B for defining variables
A:B() for running methods that are within an instance
B = A.Property for accessing properties of an instance
A = {B} for making arrays
C = A[n] for accessing arrays
A = {["Thing"] = B} for making dictionaries (not limited to strings for key values to my knowledge)
C = A["Thing"] for accessing dictionaries
ts bait so bad you should be arrested for this
its literally bad bro
the dot operator can also be used to access dicts
??
you can define dicts without [''] either
ur showing ohio examples, when u should be defining what each operator does
Sorry I only work for femboys
💀
Least goonbrained HD member
Rhymes with grug
Guys what are your thoughts on doing commisions
money
If you already know those two languages its easy to learn another language especially luau its a pretty simple language
I came from java as well and learning lua was smooth and luau is pretty much roblox's version of lua
whats the difference between findfirstchild and findfirstchildclass
am prob did not spend 3 hours trying to fix one of the most simplest issues of man kind
FindFirstChild returns the first found direct descendant of an object that has a certain name whereas FindFirstChildOfClass returns the first found direct descendant of an object that is of a certain class
ohh i see thank you
like i SOMEHOW mange to put my localscript within severscript 
does this to me too fr
shit is just sad at this rate
btw you spelt development wrong
🥶
"devloment"
🧊
i call it nested if statements ryhmes with grug
So much nesting😭
ik, but at least the script works now
funn
How did you misspell final like 4 times
anyone knows why this is happening.? Only shows this when I'm on studio, and doesnt show on the roblox player.. also, on my friend's studio when they play test it (on studio) doesnt show this, it only shows this to me😭
bro asked help in two different server

i already told the issue
its usally because you are running the code too many times in a short interval of time
like no wait
yupp yeyses thankuu
what are you talking about
i never did
🤫
This is like scripting help.. + animation help? I have a first person game, doesnt really show the character, dont know if thats matters. i want a pick up item animation, pretty easy to make. I want to know how to slide the character into position for the animation, and then have it actually play where it shows their arms picking it up and stuff. 1. Would I just tween/lerp the character into position somehow perfectly? 2. will i have to show the first person character for the arms to show up?
tried doing that actually 😓, still no help
-
You can tween the player into position to make the transition a lot smoother especially if you're aiming for a first person game, it'll be less disorienting.
-
If you're trying to do cutscenes you should have it so it changes the LocalTransparencyModifier of your arms to 0 (think that you need to do this on a loop because of the core controller)
What is the CaptureZone script?
like have the animation do the local transparency, or just change it constantly for the duration of the animation? (also tysm)
looking for coders dm me for more info
Depends on how you're doing the animation.
You can continuously loop this bit of code while your animation is playing (and stop looping it when you're done) to show your character's arms.
function Die._Split(Playercharacter : Model)
local Torso = Playercharacter:FindFirstChild("Torso") :: BasePart
local LeftHip = Torso:FindFirstChild("Left Hip")
local RightHip = Torso:FindFirstChild("Right Hip")
local Humanoid = Playercharacter:FindFirstChild("Humanoid") :: Humanoid
local Parts = {}
Playercharacter:SetAttribute("DeathTypes", true)
task.delay(0.2, function()
Humanoid:TakeDamage(10)
end)
task.delay(0.4, function()
local Legs = {
LeftLeg = Playercharacter:FindFirstChild("Left Leg"),
RighLeg = Playercharacter:FindFirstChild("Right Leg")
}
RightHip:Destroy()
LeftHip:Destroy()
for _, Leg:BasePart in pairs(Legs) do
--local Burst = BBExample:Clone()
--local Weld = Instance.new("WeldConstraint", Leg)
--Burst.Parent = workspace
--Burst.Position = Leg.Position
--Burst.CFrame = CFrame.lookAt(Burst.Position, Leg.Position)
--Weld.Part0 = Burst
--Weld.Part1 = Leg
Leg.Anchored = false
--Leg.AssemblyLinearVelocity = Vector3.new(math.random(-100,100),math.random(100,150),math.random(-100,100))
table.insert(Parts, Leg)
Playercharacter:SetAttribute("DeathTypes", false)
end
--local Burst = BBExample:Clone()
--local Weld = Instance.new("WeldConstraint", Torso)
--Burst.Parent = workspace
--Burst.Position = Torso.Position
--Burst.CFrame = CFrame.lookAt(Burst.Position, Torso.Position)
--Weld.Part0 = Burst
--Weld.Part1 = Torso
--Torso.AssemblyLinearVelocity = Vector3.new(math.random(-100,100),math.random(100,150),math.random(-100,100))
table.insert(Parts, Torso)
end)
return Parts
end
valid?
I assume this is for a custom death animation where your character gets split in half
ye
Are you running this on the server or client?
no anim js effecrt
server
Okay well I advise you separate the code where you damage the player's humanoid and you purely do the death animation code only in there
yea it js a mockup
You should also do the actual animation for their death on the client because you'll definitely have some sort of issue visually when the character gets split in half
no animation
Either a delay in replication or it might slow down the server
just split
You know what I mean
no?
It should be done on the client regardless for the visuals
Unless the limbs are important for something else besides just showing someone got split in half
not worried abt that rn
the code in general
aka is there a better way to split them?
Visually I don't know exactly what you're aiming for but you should definitely clean up your code you don't have to have variables for some of these tables
Like the legs you can just initiate a table in the actual loop
Instead of
local Legs = {
LeftLeg = Playercharacter:FindFirstChild("Left Leg"),
RighLeg = Playercharacter:FindFirstChild("Right Leg")
}
you should probably just do
for _, Leg : BasePart in {
LeftLeg = Playercharacter:FindFirstChild("Left Leg"),
RighLeg = Playercharacter:FindFirstChild("Right Leg")
} do
--local Burst = BBExample:Clone()
--local Weld = Instance.new("WeldConstraint", Leg)
--Burst.Parent = workspace
--Burst.Position = Leg.Position
--Burst.CFrame = CFrame.lookAt(Burst.Position, Leg.Position)
--Weld.Part0 = Burst
--Weld.Part1 = Leg
Leg.Anchored = false
--Leg.AssemblyLinearVelocity = Vector3.new(math.random(-100,100),math.random(100,150),math.random(-100,100))
table.insert(Parts, Leg)
Playercharacter:SetAttribute("DeathTypes", false)
end
mk
Other than that it looks like it'll work well
is cuk at coding sm
ts brutal bro
i suck
i need to restart
wait
@ivory kite
What's up
1 sec
local module = {}
module.__index = module
function module._Init(Char)
local self = setmetatable({
Humanoid = Char:FindFirstChild("Humanoid")
}, module)
end
function module:Ex(Char)
print(self.Humanoid)
end
return module
local module = require(game.ReplicatedStorage.ModuleScript)
local Dummy = workspace.Dummys.Dummy
module._Init(Dummy)
task.wait(1)
module:Ex(Dummy)
it print nil why?
@ivory kite
You never returned self in the module._Init function
still prints nil i had this probelm before i was getting orange and it ddint work but now likw
im new to doing metatables in modules so like
Instead of module._Init(Dummy) it returns a custom class
So it should be
local newDummy = module._Init(Dummy)
and then you call newDummy:Ex()
mm
_Index is a metamethod that essentially
(If you call something)
It'll return something if it doesn't exist
In this case
module.__index = module
In this case I have a "NPC" system
local NPCHandler = require(script.NPCHandler) -- or sumthn
local NPC = NPCHandler.new()
NPC:Ex()
NewDummy:Ex()
You can either do NewDummy.Ex(NewDummy) or NewDummy:Ex()
local module = {}
module.__index = module
function module._Init(Char)
local self = setmetatable({
Humanoid = Char:FindFirstChild("Humanoid")
}, module)
return self
end
function module:Ex()
print(self.Humanoid)
end
return module
In another script calling the module
local DummySystem = require(script.DummySystem)
local Dummy = script:FindFirstChild("Dummy") -- or whatever
local NewDummy = module._Init(Dummy)
NewDummy:Ex()
It'd look something like this
Personally I don't like initializing keys in the actual metatable definition
I prefer this instead:
function module._Init(Char)
local self = setmetatable({}, module)
self.Humanoid = Char:FindFirstChild("Humanoid")
return self
end
thx for tryin twin
function class:Unregister()
Remove(self)
setmetatable(self,nil)
table.clear(self)
table.freeze(self)
end
is this gonna save my ass?
What is Remove
You can just set the metatable of the class to nil
Just make sure you clean up the other junk
Remove is all the junk
Ahh, okay
Well you don't need to clear/freeze the table just stop referencing it in the script that called it when you run :Unregister
alright
local rs = game:GetService("RunService")
local UIS = game:GetService("UserInputService")
local RP = game:GetService("ReplicatedStorage")
local player = game.Players.LocalPlayer
local camera = workspace.CurrentCamera
local highlight = RP.Object.HoverHighlight
local isMobile = true
local currentTarget = nil
local carrying = false
local range = 12
local carrydistance = 8
local maxCarrydistance = 20
local smoothCamera = .06
local throwboost = 10
local lastVelo = Vector3.new()
local targetpos = nil
rs.RenderStepped:Connect(function(dT)
local ray = Ray.new(camera.CFrame.Position, camera.CFrame.LookVector * range)
local rayParams = RaycastParams.new()
rayParams.FilterDescendantsInstances = {player.Character}
rayParams.FilterType = Enum.RaycastFilterType.Exclude
rayParams.IgnoreWater = true
local result = workspace:Raycast(ray.Origin, ray.Direction, rayParams)
if result then
Resultmodel = result.Instance
local position = result.Position
else
end
local model = Resultmodel
if model and model.Parent:IsA("Model") and model.Parent:FindFirstChild("PickUp") then
if not carrying and model.Parent then
currentTarget = model.Parent
highlight.Parent = currentTarget
end
else
if not carrying and currentTarget ~= nil then
currentTarget = nil
highlight.Parent = nil
end
end
if carrying and currentTarget~= nil then
targetpos = camera.CFrame.Position + (camera.CFrame.LookVector * carrydistance)
local currentCframe = currentTarget.PrimaryPart.CFrame
local newCframe = currentTarget:Lerp(CFrame.new(targetpos, targetpos + camera.CFrame.LookVector), carrydistance)
currentTarget:SetPrimaryPartCFrame(newCframe)
currentTarget.PrimaryPart.AssemblyLinearVelocity = Vector3.new(0,0,0)
if (camera.CFrame.Position - currentTarget.PrimaryPart.CFrame.Position).Magnitude > carrydistance then
DropItem(false)
end
end
end)
UIS.InputBegan:Connect(function(input:InputObject, gameProcessedEvent:boolean)
if gameProcessedEvent then return end
if input.UserInputType == Enum.UserInputType.MouseButton1 then
LeftClick()
end
end)
UIS.InputBegan:Connect(function(Input:InputObject, gameProcessedEvent:boolean)
if gameProcessedEvent then return
end
if Input.UserInputType == Enum.UserInputType.MouseButton1 and carrying then
LeftUnclick()
end
end)
UIS.TouchStarted:Connect(function(touchPosition:{any}, gameProcessedEvent:boolean)
if gameProcessedEvent then return
end
LeftClick()
end)
UIS.TouchStarted:Connect(function(touchPosition:{any},gameProcessedEvent:boolean)
if gameProcessedEvent then return
end
if carrying then
LeftUnclick()
end
end)
function LeftClick()
if currentTarget ~= nil then
if currentTarget.ServerOwner.Value ~= nil then
return
end
carrying = true
if currentTarget ~= nil then return end
RP.Remotes.PickUp:FireServer(currentTarget)
for _, d in pairs(currentTarget:GetDescendants()) do
if d:IsA("MeshPart") or d:IsA("Part") then
d.CollisionGroup = "Item"
end
end
end
end
function LeftUnclick()
carrying = false
if currentTarget ~= nil then
DropItem(true)
end
end
function DropItem(AddForce: booleon ?)
local velocity = Vector3.new(0,0,0)
if AddForce then
velocity = (targetpos - currentTarget.PrimaryPart.Position) * throwboost
end
RP.Remotes.DropItem:FireServer(currentTarget, vector)
for _,d in pairs() do
if d:IsA("MeshPart") or d:IsA("Part") then
d.CollisionGroup = "Default"
end
end
carrying = false
end
WHY MY SCRIPT NOT WORKING
:CCCCCCCCCCCC
Because you didn’t format it
can someone help me Im trying to make a block that adds tso my leader stat and it only works when I input my name but it'll only work for me and idk how to fix it, heres the code
local player = game.Players:WaitForChild("Icy_Flaames")
local leaderstats = player:WaitForChild("leaderstats")
local money = leaderstats:WaitForChild("Cash")
local cb = script.Parent
cb.Touched:Connect(function(hit)
local humanoid = hit.Parent:FindFirstChild("Humanoid")
if humanoid then
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
if player then
money.Value = money.Value + 100
end
end
end)```
how do i import multiple animations at once in moon animator?
yes because "player" only works when "Ice_Flames" is found
you should do this instead
cb.Touched:Connect(function(hit)
local humanoid = hit.Parent:FindFirstChild("Humanoid")
local char = humanoid.Parent
local player = game.Players:GetPlayerFromCharacter(char)
local leaderstats = player:WaitForChild("leaderstats")
local money = leaderstats:WaitForChild("Cash")
local cb = script.Parent
if humanoid then
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
if player then
money.Value = money.Value + 100
end
end
end)
can smb help me?
thank you
do you know how I could add a cooldown to this
Holy code
brain
Anyone knows what is the best source to learn roblox scripting from?
tbh there are lots of sources but im still a newbie in scripting but Some guy on youtube called TheDevking Helped me so much i was able to make larry (Zombie) From him
nice
thanks
final version of the youtube player
What r those errors
? The top left corner?
That's the backend node server
With ffmpeg and stuff
Yeah but why u getting them
Those are just ffmpeg output logs
Selling my basketball game MAP it is detailed you can resell as many times
clone the new one parent it to workspace teleport it to ur old character destroy ur old character then set your players character to the new character
huh? 😭
i know nothing abt the scripting shi 💔
just detect when its clicked fire to the server with the character name
clone the character on the server
and then do i what i said above
How much would it cost me to create a jet/plane system similiar to aeolus? Anyone has a rough idea
if you return a moving part position from the client to the server would it be different from the servers position
Use a debounce
You need the programmer role
double check the positioning of the hitbox
how do you guys handle interactions in your games? Right now I have an interact script that checks if the object the player is looking at has an interactable tag and then it calls events on the object depending on mouse input and if the player is still looking at it
I have the events: OnHoverEnter, OnHoverExit, OnSelectEnter, and OnSelectExit
I originally planned on just having each object's module script decide what it wants to do with the events but now I'm playing with the idea of having service module scripts just apply some kind of functionality to all objects with certain tags
I also have every object set up so that when it spawns in a new instance of it's module script is assigned to it
which probably isn't the most efficient way of doing that I should probably just have one script that manages all the instances of the object
Hi i've got a problem with cloning a tool when specific players joins. It detects and calls the function to create a tool but it doesn't clone or sending a message into console. what could be the cause?
did you name your tool
guys im new to scripting i dont know where to start and it seems imposible any tips?
Who wanna make a grow a garden game?
fym
Is your player name the one specified
yeah
Debug and tell me if it’s making it past that if statement
Or if you already know lmk where the code gets stuck
so the tool appears in the replicated storage?
I've made a lot of changes like returning the tool instead of creating in RS but nothing worked so far, i gave up on it already
it could be the case where the backpack hasnt loaded yet
maybe you could try do something where the player is fully loaded in
tried too
you tried putting the tool somewhere else other than the backpack?
I got it
imma try
i forgot that I fixed your code 😭
learn how to make some simple games
it does clone into workspace
i didn't include your other functions
@modest flame
make sure that the script is a script not a local script
this should come out
It is a script in serverscriptservice and the module in replicated storage
also i've changed the script a little bit
it clones, but it doesn't want to clone into the backpack
Elsewhere it will
Say
If backpack then
And print something
Small change but cud help a lot
Good idea but didn't work aswell
it does print but doesn't want to clone into backpack
are you perhaps retrieving the tool right after cloning it into the backpack
wdym?
If you mean by return it is only in the module script to return it into the main script
Print Newtool.Name
put a statement after the clone to see if it clones into the backpack
This is strange ur code looks fine
the print is after the clone
yeah
should work fine but it doesnt bruh
This is where gpt comes in lol
There's where gpt got fucked up by me already
You may try lol
chat gpt is pretty bad with codes
Somehow the problem ISN'T
Do u need the module script btw like do u gotta instance in the tool
Idk what ur trying to achieve here btw so im just asking
i mean the module isn't the problem it does his work also the tool IS CREATED cuz if i change the parent to like workspace it spawns
This damn tool doesn't like me
just put the tool in replicated storage
did that before
AND FUCK FIXED IT
just changed the backpack to StarterGear lol
not the 100% solution i wanted but atleast the 90%
better than nothing
yo bois does marketplace.processreciept have a product type value as well?
like if it was a gamepass or dev product
read some doc lol
anyone wanna make a gag game
if I'm not mistaken it's only used for devproducts
what can i do to make this better?
what is this
arrows
yea
for a game
i want smth smooth but currently i just have a part that follows the target while shooting arrows
i tried with beam but looks ugly with multiple arrows
how would one go about handling a large number of enemies as I heard using humanoids isn't very efficient
whay sky is this
backpack resets each spawn
So just try adding it every time the character is added
?
who wanna make a gaem with me?
Yooo ty for that guy that recommended me peasfactory ty!!
custom humanoids
I think what you can do is have one service module that handles your functionality, and you can use seperate modules or so called (classes) to create an instance of that object and ur service module is what handles that creation, and in ur service module you can collect all your tags there and create an instance of a class/module depending on what the tag or the object
Like for a simple example: I did this with my door service, I have a module called a door service, which then collects the tags of my doors, and depending on what type of door it is, I require one module that handles all the functions of a particular door and I can use the constructor (constructor meaning creating a new instance of a class) and then I can use the functions and methods of that class to apply to every SINGLE object of a particular door.
So if I had 55 single doors around my game, my door service collects all of those doors, and then requires the single door module and gives all the methods and functionality of that one module to all those 55 doors
A lot of ppl would say, you go ahead and do roblox OOP with this, but you dont have to
local enemystun = enemychar:GetAttribute("Stunned")
if enemystun then return end
enemychar:SetAttribute("Stunned",true)
task.delay(0.45,function()
enemychar:SetAttribute("Stunned",false)
end)
-- dmg/knockback here
can anybody explain why whenever i increase stun time the dmg/knockback like delays so much or sometimes doesnt register so i have to put 0.45 so its reasonable however other enemies can hit me even if they r stunned since its sucha. short time
new to coding but what does then return end do
just stops it
like stops anything below the code from happening
hmm okay
oh
-- found this shit on wiki
local angle
local root = (speed^4) - g * (g * d^2 + 2 * h * speed^2)
if root < 0 then
-- mouses target isnt viable for trajectory
angle = math.rad(45)
else
local theta = math.atan((speed^2 - math.sqrt(root)) / (g * d))
angle = theta
end```
how can I make it not arc if I’m looking straight up i want the projectile to fall back down on me instead of arcing frontward
any modelers or animators wanna make an egg hunt game with me
no but maybe i can do the map
dms
ok
Ok guys do you use actual physics to make some codes
elaborate
Can anyone learn me how to script
anyone needing help?]
can anyone who program work with me for percent idk where i should be messaging this srry if not here
what is the difference between programming and scripting?
why is it visible in the editor, but when I run it is not that visible , idk what other channel i would put this on
wth is that game Kai Cenat Tycoon?
is there a way to stop roblox touch controls from deleting for mobile players when you die
why whenever I touch this it causes a lag spike?
maybe add a cooldown
edit the controlmodule
you can edit it? do i have to clone it from running instance and then put it in sps
how
if you parent a local script to starterplayerscripts and call it either “ControlScript” “CameraScript” or “RbxCharacterSounds” it will entirely replace the respective script
so just copy it and edit it
what was that
thats crazy
oh bet
thank you!
why do we do
module.__index = module
and local self = setmetatable({}, module) in OOP?
why can't I change .Interactable and .Active through scripts?
You can, those aren't readOnly properties
Index is a metamethod where (if you set a table to that), it'll essentially reference whatever __index is set to when you reference something that doesn't exist under that table
setting the self metatable to module allows you to inherit the module's functions through __index
ohhh that makes sense
ViewportFrames do not calculate physics like the workspace does.
If you want to animate your model you need to put it within a worldmodel in the viewport first
There are other useful ones like len operator if you need to get the size of something like a dictionary
-- Option 1
DataHandler.Gold.Get()
-- Option 2
DataHandler.GetGold()
I am making this in order to have a central api, while avoiding or atleast trying to avoid cluttering. Which one of this u think is better and why? So what I am doing is creating a wrapper (DataHandler), in one of the versions I am calling the functions of the modules directly on the wrapper.
On the second, the wrapper is calling each module inside it just giving them a label, such as Gold.
If you don't like either, how do you usually achieve this?
life saver
Typically you'd go as the latter because it's more concise and easier to read
Especially in a place where it's super important someone can follow your code without you having to explain it
even Ai didn't suggest doing a worldmodel though when I was doing other gui it actually told me to do it, but there i also had problem with animation xd
I am thinking the same, but the issue with it is as the code base scales, the wrapper would become really cluttered
is this a good OOP its my first
local Vect3 = {}
local MT = {}
MT.__index = MT
function Vect3.new(x,y,z)
local self = setmetatable({}, MT)
self.X = x
self.Y = y
self.Z = z
return self
end
function MT:MovePartToVect3(part)
print(self)
if part:IsA("BasePart") then
part.Position = Vector3.new(self.X, self.Y, self.Z)
else
error("Incorrect Part.")
end
end
return Vect3
I'd only see Option 1 being used if you were doing custom classes for the actual value handlers
Yes, that's the exact use case for something like that
Finding something you have to continuously create
Actually
ig, ty for ur opinion
You don't need the MT table, you can just use the Vect3 table
so
Vect3 = {}
Vect3.__index = Vect3
oh alr thanks
It'd be far easier to read if the constructor for the Vect3 and methods of it are under the same table
thanks for ur help 👍
Happy to help!
can i ask how people started to learn code? im wanting to learn but its very overwhelming to start and im not sure where to begin
is knit actually extremely bad and frowned upon asking js in case cuz i like it
anyone know if there is a way to make my Studio--> rojo --> visual studio code, instead of visual studio code --> rojo --> roblox?
literally why
did anyone else start getting this issue randomly even without modifying scripts
Greetings devs i need help in scripting in roblox studio
hey guys i need help
I have a button that I want that if the player clicks it it prompts them to a gamepass
Chat GPT is saying I should have a local script in the button to do that AND a server script
its saying people can hack if there is just a local script
but idk because for the other gamepasses, it didn't say that
can someone help me out?
Look up any tutorial on game passes. It's not that complex
Something about :Destroy().
"instead of using destroy, add it to the debris.
with a 0 second wait"
-
@amanda
-# Source(s): Roblox Forums [ Archived ]
no i have the local script but im confused on the serverscript
@empty mulch
Don't ping me -_-
my fault can you tell me
I haven't messed with gamepass prompt in a while. What's the local script for?
to prompt the gamepass
here lemme send it
local Players = game:GetService("Players")
local MarketplaceService = game:GetService("MarketplaceService")
local player = Players.LocalPlayer
local button = script.Parent
-- Replace this with your actual Developer Product ID
local developerProductId = -----------
button.MouseButton1Click:Connect(function()
MarketplaceService:PromptProductPurchase(player, developerProductId)
end)
Is the button a ui or a part
ui
local killbrick = script.Parent
local button = game.Workspace:WaitForChild("Button")
local damageEnabled = false
local debounce = false
-- Connect Touched once
killbrick.Touched:Connect(function(hit)
if damageEnabled and not debounce then
local humanoid = hit.Parent and hit.Parent:FindFirstChild("Humanoid")
if humanoid then
debounce = true
humanoid:TakeDamage(100)
wait(1)
debounce = false
end
end
end)
-- Toggle damageEnabled when button clicked
button.ClickDetector.MouseClick:Connect(function(player)
damageEnabled = not damageEnabled
if damageEnabled then
print("KillBrick damage ENABLED")
else
print("KillBrick damage DISABLED")
end
end)
is this a good script for 3 days of learning luau?
Use the local script to detect the button click. Fire it to serverscript with player and use the marketplace service there.
alr bet
Looks pretty 🔥. Do you actually understand it tho.
If it's all in a local script then exploiters can fake purchase it ig 🤷 not too sure about that part
alr ty
Yw
yes i understand all of it
Then that's some great progress bro. Keep on the grind
ty man
Yw
is that like a new thing thats bad or smth
the destroy thing
No, debris is just able to throttle for performance from what I remember
not that i know, i dont think its bad other than the fact warnings are annoying
^ thanks snacker
i know there annoying but the warning is preventing the script from working
Actually hold on did :Destroy() get deprecated or something?
nope
not yet
Wym not yet???
Tf
Destroy is good the way it is
Better then drakes local b =print()"hello world"
This hurts my eyes
Yepp. Beginners are something else
i need help dev with my game idk how to make where the gamepasses when someone buys it it goes to my group and the robux goes to my group
Ask chatgpt or sum
i got client playback working
Interesting
Guys i have a quick question, what website have yall used to make your portfolio? Ive got some sites, i just need the best one out of them
🤷 I js got my shit in a yt playlist
yo thats crazy
you just use httpservice?
or is there more to it
Yo that's 🔥 how tf
local function createLeashConstraint(cat, walker)
if activeLeash then
activeLeash.Attachment0:Destroy()
activeLeash.Attachment1:Destroy()
activeLeash:Destroy()
activeLeash = nil
end
if not (cat and walker) then return end
local catHrp = cat.Character and cat.Character:FindFirstChild("HumanoidRootPart")
local walkerHrp = walker.Character and walker.Character:FindFirstChild("HumanoidRootPart")
if not (catHrp and walkerHrp) then return end
local catAttachment = Instance.new("Attachment", catHrp)
local walkerAttachment = Instance.new("Attachment", walkerHrp)
local rope = Instance.new("RopeConstraint", workspace)
rope.Attachment0 = catAttachment
rope.Attachment1 = walkerAttachment
rope.Length = (catHrp.Position - walkerHrp.Position).Magnitude
rope.Thickness = 0.2
rope.Visible = true
activeLeash = rope
end```
Hey can someone help heres my problem i am having
- the players walking gets choppy
- movement just turns really high ping (not really high ping but like almost like it is)
Set the network ownership of the thing the player attaches to to the Player
httpservice and a node.js backend
oh
im zooming and flying around once i go first person in my game and the error dissapears if i remove right arm or left arm, how do i fix ?
im working on subtitles now
Would this work for 2 players (cat is player, walker is player, they both indepedent)
yo forget the error wtf is that bio gang 💔💔💔💔🥀🥀🥀
i need the error help
No, the players should have individual network ownership of their characters
It's just if you're welding to something that isn't player controlled you should set the network ownership of that thing to the player
So it's the player's client that controls its physics
Ayo bro any advanced scripters here tryna assist me in a game?
who needs help me their scripts want to learn something dm me with ur problems (free)
R dev products still bugged?
can any 1 that uses roblox-ts here help me with something?
Right now I have a similar system except I don’t have anything checking for already existing objects in the world I just spawn them during runtime and pass the cloned object to a module loader that then assigns the corresponding module script to that object
I should probably have a function that checks all the existing tagged items and loads their modules as well
Will Roblox allow this?
probably not
thats why i wont release it
better subtitle showcase
Rip
Dang lol
Use CollectionService
how to find the account age of a player that is not in game? please help me
CAN SOMEONE PLS HELP I AM MAKING A SKILL EVERYTHING IS WORKING BUT NOW MY ANIMATIONS STOP WORKING FOR ME
i watched a lot of videos and i googled it but i did not find anything helpful
sure
dms?
ok
i have a whole group of people working on the game we are not professinal but like i spent an hour on it
trying to figure out the animation why is it not working
before it worked
how to find the account age of a player that is not in game? please help me
is the animation working or not?
before it worked in my other places
but now i tried in this place and other ones and it does not work
my animations or my friends
isnt it easy?
Looking for a builder/scripter to help bring my RNG x Dungeon game to life — DM if you're interested, any amount of help means alot!
no
its hard to find the account age of a player that is not in my game
i can find the name and userid for the player but i cant get the account age
ill help u in a sec ❤️
i need help chat
thank you so much :D
does :Clone() resize the imagebuttons or what 😭
dm me please @wide socket
me too bro
im helping another guy rn
is that an anime, battleground simualtor, obby or a fps ?
okay when you are availible
👍
Prolly somewhere in player data ig
Js ask chatgpt for these kind of things theres prolly a built in function for it
@naive temple ill try helping u rn
something like this
local id = 3398085422
local plr = game:GetService("HttpService"):GetAsync("https://users.roproxy.com/v1/users/".. id)
print(game:GetService("HttpService"):JSONDecode(plr).created)
should work 😄
it will print the date the account was created
great! but i need to get the days
someone pls tell me how to clone a players character into a WorldModel (R6)
i have to check if AccountAge > 5000
ask chatgpt how to turn the date into days
but thats the best you will get
np
er
anyone up to help me make a game for free
Now why would we do that
nice
is it perhaps inspired off of deepwoken
is there a way to offset first person camera whilst the player is seated? regular humanoid camera offset doesnt apply idk y
No, its inspired by lore game and it isnt my game its a friends he needed some help so I was helping him look for some, my game is gonan be waaaay cooler
Not some dumb rogue like loser game
Yeah Im calling all ya bums out making roguelike games
Get creative
first person who dosent want to make a front pagecarbon copy 😲
Im only a dev cus i was a player who got tired of lame games
Im making games to play games
wild work bro
do yall know if im doing something wrong the i used this leaderstats script but nothing shows in leaderboard ```
game.Players.PlayerAdded:Connect(function(player)
local leaderstats = Instance.new("Folder", player)
leaderstats.Name = "Leaderstats"
local cash = Instance.new("IntValue", leaderstats)
cash.Value = "Cash"
cash.Value = 0
local hasTycoon = Instance.new("BoolValue", player)
hasTycoon.Name = "HasTycoon"
hasTycoon.Value = false
end)```
uncap the L
Oh thx
yw
do u guys use module loaders?
no
yeah
why?
? 
Anyone here know how I can make a group ranking system in python without using the roblox cookie feature?
hmmmm, can u show me your implementation of the module loader?
like granting and revoking ranks?
Like, I make an api request from roblox to my python backend, which then changes the role of a user in a certain group
sure i just change a bit already existing module loadder
i found in somewhere on youtube
I mean, for that you would need some sort of way of making login, or you wouldnt be able to change the role
Could I use Roblox api keys tho
ty
maybe
not sure what the roblox api can achieve
calling all femboys.
minor spelling mistake
yes mf.
entire codebase ruined
lmao
global find all/replace all for the win
yeah
?
thats extremely bad practice
well i just found it and change it a bit
i will change it anyway
just make my own
for _, v in next, root:GetChildren() do
(require)(v)
end
Lol theres ur module loader. np.
🤯 crazy
anytime
what in specific? I dont find anything that is extremely bad
spaghetti code, redundancy, single responsibility principle
hummm, ig
still, not extremely bad
well even if i wanted to do it normally i would need to change 90% of the scripts
so il just make it better
also i never had issue with it
yo guys can I send a webhook signal from a discord bot to roblox
might have to wait until the more experienced people are on
could of told you that....
got an answer
guys why would my memory be sooo high
because u have a memory leak
😭
or ur assets are geniunely shit
how do I find it
luauheap in the console
what
read
profiler
i’d help, though i’m not at my pc
it shows you the memory each script uses
luaheap is at like 580mb
that makes 0 sense
ive made a snapshot, now how do I diagnose the issue?
show a pic
of ur snapshot\
i disabled and deleted and memory is still the same
Is there anyone in here who makes tycoons that can help me
anyone can make a tycoon bruh it’s ez
Well im making one but i stuck somewhere
When i load in the game the buttons are there but the items dont disapear like they are spose to
fix ur code
What im trying to do thats why i asked for help 😭
i can’t fix the code without seeing the code
wait nvm i think i found my problem
for i, v in pairs(buttons:GetChildren())do
spawn(function()
if v:FindFirstChild("Button") then
local newObject = purchasedItems:FindFirstChild(v.Object.Value)
if newObject ~= nil then
objects[newObject.Name] = newObject:Clone()
newObject:Destroy()
else
v:Destroy()
end
if v:FindFirstChild("Dependency") then
v.Button.Transparency = 1
v.Button.CanCollide = false
coroutine.resume(coroutine.create(function()
if purchasedItems:WaitForChild(v.Dependency.Value) then
v.Button.Transparency = 0
v.Button.CanCollide = true
end
end))
end
v.Button.Touched:Connect(function(hit)
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
if values.OwnerValue.Value == player then
if v.Button.CnCollide == true then
if player:FindFirstChild("leaderstats").Cash.Value >= v. Price.Value then
player.leaderstats.Cash.Value -= v.Price.Valu
objects[v.Object.Value].Parent = purchasedItems
v:Destroy()
end
end
end
end)
end
end)
end
end```
It actually isnt my code it is from a yt video but im sure i did everything right?
ask chatgpt
that script has so many curses
why are people so bad at reducing indents
for the lols im gonna clean it a little ```lua
if not buttons then return end
for i, v in pairs(buttons:GetChildren())do
if not v:FindFirstChild("Button") then continue end
spawn(function()
local newObject = purchasedItems:FindFirstChild(v.Object.Value)
if newObject ~= nil then
objects[newObject.Name] = newObject:Clone()
newObject:Destroy()
else
v:Destroy()
end
if v:FindFirstChild("Dependency") then
v.Button.Transparency = 1
v.Button.CanCollide = false
coroutine.resume(coroutine.create(function()
if not purchasedItems:WaitForChild(v.Dependency.Value) then return end
v.Button.Transparency = 0
v.Button.CanCollide = true
end))
end
v.Button.Touched:Connect(function(hit)
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
if values.OwnerValue.Value ~= player then return end
if v.Button.CnCollide ~= true then return end
if player:FindFirstChild("leaderstats").Cash.Value < v.Price.Value then return end
player.leaderstats.Cash.Value -= v.Price.Valu
objects[v.Object.Value].Parent = purchasedItems
v:Destroy()
end)
end)
end
mind you this is still far from optimal
at least the mach cone's reduced
real
realer
the results tho...
I just mostly finished working on a turret system
maybe not realizing the extent of the problem and/or knowing of easy solutions
I didn't bat an eye on it for a long time
yo
can you help me rq
do yall think this is enough for the programmer application
no i just have to change the speed of the sounds and remove the default humanoid sounds
its a normal walk speed
when do you see an average human walking 10 mph
why am i adding "and not IsBlocking" here = if Input.UserInputType == Enum.UserInputType.MouseButton1 and not IsBlocking then
yep.
ngl i just got bored so i made 1000+ lines of code 😃 now my brain hurts
can any1 help me putting my animations into my actually code so when a players clicks something it plays
Me when I'm on an unreasonable expectations competition and my opponent is a hiddendevs hirer
Whats the best way to learn coding in 3 months (lua for rblx)?
you are likely not gonna be too good in general by then but I'd start by asking if u have any previous coding experience
I understand few things
ok, how much time are ya willing to spend in those 3 months to learn lua?
5h a day
last thing, do you want the quicker but "probably not too great" way, or the more intricate, surefire way (will prob take longer and be boring)?
yikes
don't know about that
five hours of typing in a language you don't understand for 365 days
Whats the time difference
well either way, I'd honestly tell ya to do 2 things, one is optional if you want the quick way out: Look for luau (roblox lua) coding tutorials, anything on yt that you wanna do at that given moment. Also, kinda frowned upon but AI like ChatGPT will help you tons if you make basic, theory questions and read through whatever it gives ya. As a bonus, look at an intro to OOP tutorial on youtube. The concepts there translate to any language that supports it, so take it to heart
not much, refer to the last message I sent
Alrigjt
Well i got sent a documentation for a “lua manual”
I’ll read it, take notes then practice
If there’s errors i’ll run it through ai
here's the thing, lua is just the language. The big part of the job is actually problem solving, so docs aren't gonna help there
What really helps is practice but practice without knowing the basics is not gonna help either
the OOP tutorial I mentioned and looking at quick "how to do x in roblox studio" guides are the basics
i’ll watch some
i think for my first project i’ll try a very basic combat system
animating isn’t a strong suit for me tho
where we are going, we don't need animations
how do i actually make the system then
just do something exceedingly basic or print in chat when smth happens
it'll look goofy but it will work in the backend
which is what matters most for ya
basically me standing still but damaging someone
you could make the hitbox visible too
so at least smth happens
the only scripting i know is html
anyways ima go look at tutorials
Dude every time I look back at this channel and I see a post you make it crazier every time
It looks almost like the actual TV app
I'm finished with the project anyway
I'm gonna work on something bigger maybe
-# hq audio streaming..?
I don't know if that's possible on Roblox's engine
Probably is
is this good
whats the small script again that hides the default roblox badge pop up in StarterPlayer?
Hi chat
if I want to clone a tool, where should I place the tool at in workspace?
I'm having trouble with the script inside tool being shared with other players
place it in replicated storage so that no one can access it until its cloned into the workspace
i was wondering if anyone can help me with my code i cant frigre out out to make the radoll last a few secs
local function ragdollCharacter(character)
local humanoid = character:FindFirstChildOfClass("Humanoid")
if humanoid then
humanoid:ChangeState(Enum.HumanoidStateType.Physics)
humanoid.PlatformStand = true
end
for _, desc in ipairs(character:GetDescendants()) do
if desc:IsA("Motor6D") then
local socket = Instance.new("BallSocketConstraint")
local a0 = Instance.new("Attachment")
local a1 = Instance.new("Attachment")
local part0 = desc.Part0
local part1 = desc.Part1
if part0 and part1 then
a0.CFrame = desc.C0
a1.CFrame = desc.C1
a0.Parent = part0
a1.Parent = part1
socket.Attachment0 = a0
socket.Attachment1 = a1
socket.Parent = part0
end
desc:Destroy()
end
end
end
why is selene flagging this?
anybody here have experience with using rojo and vs code? I've got selene installed as my linter but I guess it doesn't know about type annotations
I'm just going to uninstall selene and use something else
Get rid of that random bracket at the end of your function.
when I went to uninstall it I realized it said it was only meant for lua
which is confusing because the same dev who made that plugin also has made some of the other plugins I have specifically for roblox
that's why I made the mistake of installing it
Is that VScode?
yes
yeah I have it installed now
I think it handles syntax errors so I don't need selene
Switch your file type to ".luau".
it is already
Ah, alright.
how do you guys structure your games? A friend of mine mentioned keeping your project organized in a way that there's only one server side script and one client side script with all your code in modules
I guess I see the advantage of having all your code in one file so that everything can be interconnected
but why not just have multiple scripts to keep it more readable and then use events or globals for intercommunication
while still making use of modules ofc
Because with Module scripts you can re-use code for easier development.
you can still keep the majority of things in modules but then have separate scripts for managing different types of modules
I structure my projects similar to that.
like you might have a set of modules specifically for weapons and then another set specifically for in world interactions on objects that are static
I guess you can have a module for each type of object in the game that manages it's own modules respectively
and then have one main script that requires all the managers
I mean that seems fine, it just comes down to which one you'd prefer.
actually I get it now
soemtimes I just have to talk things out to make sense of things lol
real
Lol.
I have no idea what to make for my scripter application.
yo uhave to apply for the scripter role?
it probably doesn't need to be anything complex just something that encompasses enough features of the engine to show you know what you're doing
Wdym.
oh are you making an app or are you applying as a scripter
No, I mean, I literally have no idea what to make.
Scripter.
make a car
Good idea.
or make an interaction system for interacting with any kind of interactable item in the workspace
has to be flexible enough that it doesn't matter what kind of code is on the other side of the interaction
so you'd have to use events probably
you could have an interactable manager that goes through all the "interactable" tagged items and makes sure they have the correct events parented to them
you migth need to make that first before you can make a car
does anyone know why this codes not working. its supposed to make my sword do damage.
skill issue
Oh no, you saying this made me critically depressed. What will I ever do. My life's over now. Because of this i wont be able to get a job or a stable future.
😢😭😢😭😢😭😢😭
lowest tier of ragebait and you fell for it
i need help with this, ok so i want a text label to showcase the leaderstats value but it only works when its changed, i want it to work even if its not changed
heres my code
-- Dabloons
dabloons:GetPropertyChangedSignal("Value"):Connect(function()
dabloonstext.Text = dabloons.Value.. "D$"
end)
interesting code
i forgot to hold shift😭
-- Dabloons
dabloons:GetPropertyChangedSignal("Value"):Connect(function()
dabloonstext.Text = dabloons.Value.. "D$"
end)
-- Initialize
dabloonstext.Text = dabloons.Value.. "D$"
duhh
if im making a daily reward should the reward be on a local script or a server script
ofc server
would i need to use remote events if i want it to activate from a proximityprompt
ye but server also handles it ig
couldnt i just define the proximitypromt in the server script than use it there
what would be the difference form doing that and using a remote event
you can dude if u use remote even it will be just an extra burden nothing else cuz u have to check from server side or explotiers gonna cook it up
alright ty for helping
hello, i want to get a random player on the platform with 5000+ account age. how can i do that?
you don't, you make a table for a few people with age 5k+ and pick random from that
Otherwise you're looping through every single players thats ever played roblox
How fucked is my code for first time using anything somewhat advanced
getting repl in the connect function is wild
never seen that
you should do it at the top
that is not advanced : (
is it even possible to have that high of an age set?
What is a repl 😭
oh it’s what i call replicatedstorage
whats the best way to go about making a plot saving system like grow a garden?
So I only put them in categories they were needed in
mmmmm well it’s getting replicated storage every time you click the button
Oh 😭
that advice is more for like
global numbers or things like that
stuff like replicated is meant to be global
Got it, how's the rest of that several hour hell though?
Went off of half reading the roblox luau tutorial
(Worth it ngl, I've spent so much time trying anything possible to make everything work I learned a decent bit about said things that'll not be forgotten)
the decal thing is a little silly but otherwise nothing else stands out as bad to me
As in the six decal strings to make a image box?
yeah xD
I swear there's a way to do it better, I just dont know it 😭
you could tag them or put them in a folder and loop over them instead
Too lazy if it doesn't bring bad performance, though I do find needing a decal for every cube side unrealistic
Anything to do on that?
Alrighty then, thanks for the help random person

can anyone help me with coding a animation into a code i want my quick block to happen when F key is pressed
how do i stop my UI from overlapping on open
so like lets say i have settings opened and i try to open shop, i want it to close settings than try to open shop
yeah but how would i script that
Have you started to script it yet?
yes
lemme have a look
wanna vc?
generally, you would just do when your shop open, Setting.Visible = false
I can't rn
oh i want it to do that to all my ui
i have 3 buttons so far
use .Enabled = false
that's better
how would i set that up
heres my code if u wanna use it for reference
-- Quest UI
Quest.Activated:Connect(function()
print("Quest")
-- Sound
UiClick:Play()
QuestScUI.Enabled = not QuestScUI.Enabled
Blur.Enabled = not Blur.Enabled
-- Sound
if QuestScUI.Enabled == false then
UiClick:Stop()
end
-- Checks if the tween is playing and cancels it if true
if currentTween and currentTween.PlaybackState == Enum.PlaybackState.Playing then
currentTween:Cancel()
currentTween = nil
end
--Tween
currentTween = tweenService:Create(camera, Blur.Enabled and _TweenIn or _TweenOut,
{FieldOfView = Blur.Enabled and 60 or 70})
currentTween:Play()
end)
-- Shop UI
Shop.Activated:Connect(function()
print("Shop")
-- Sound
UiClick:Play()
-- Blur and Shop UI
ShopScUI.Enabled = not ShopScUI.Enabled
Blur.Enabled = not Blur.Enabled
if ShopScUI.Enabled == false then
UiClick:Pause()
end
-- Checks if the tween is playing and cancels it if true
if currentTween and currentTween.PlaybackState == Enum.PlaybackState.Playing then
currentTween:Cancel()
currentTween = nil
end
--Tween
currentTween = tweenService:Create(camera, Blur.Enabled and _TweenIn or _TweenOut,
{FieldOfView = Blur.Enabled and 60 or 70})
currentTween:Play()
end)
-- Timer Display
while true do
task.wait(0.01)
time.Text = string.sub (game.Lighting.TimeOfDay,1,5)
end
so something like this?
-- Shop UI
Shop.Activated:Connect(function()
if Shop.Actived then
QuestScUI = false
SettingScUI = false
end
print("Shop")
i think so, just test it
i cant open anyhting but shop when its like that
if you use activated it literally means its always activated and that means you can only open your shop
Should it be placed behind the players
oh so maybe if shop.activated == true then
Or should the player be inside it
is yours a button?
use .Triggered or .MouseClick1
i do activated since my friend said using activated lets mobile players use it to
holy hell looks fire
he knows 100x more things of scripting than me
I don't know about mobiles
thanks 🙂
my freind said he'll do it
ty for the help tho
alright
local rs = game:GetService("RunService")
local RP = game:GetService("ReplicatedStorage")
local UIS = game:GetService("UserInputService")
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local currenttarget = nil
local maxdistance = 25
local function HighLight(object)
object = RP.Object.HoverHighlight.Adornee
end
rs.Heartbeat:Connect(function()
local mouseposition = UIS:GetMouseLocation()
local ray = workspace.CurrentCamera:ViewportPointToRay(mouseposition.x,mouseposition.Y)
local RaycastParams = RaycastParams.new()
RaycastParams.FilterType = Enum.RaycastFilterType.Exclude
RaycastParams.FilterDescendantsInstances = player.Character:GetDescendants()
local result = workspace:Raycast(ray.Origin ,ray.Direction * maxdistance , RaycastParams)
if result and result.Instance and result.Instance:GetChildren("PickUp") then
local target = result.Instance
HighLight(target)
else
local target = nil
HighLight(nil)
end
end)```
why it pop Players.9sojehen3.PlayerScripts.LocalScript:16: attempt to index nil with 'GetDescendants'
chat why it not wokring
Could be the fact the player character has yet to load
for some reason the animation only loads on server not client,any ideas?
guys u here?
@plucky karma
load and play anim on the client
not the server
how
nvm ur already doing on client
let me send u a vid
might be cause ur anchoring the character
just set the players walkspeed and jumppower to 0
instead of anchoring
lets see
youre making a quest game?
yo thank u,instead of tat i just anchored the hum root part
i just bought ChatGpt premium give me a hard to do prompt i wanna test the AI
was it 20$
alright make me the saving script for data saving players plot and positiom for each plant @open sparrow
and their size
just prompt it u said uwanted a hard prompt,and u dont need to give me the script rtryr it ur self
no
js something apart of my game
why isnt my tween service working
local TS = game:GetService("TweenService")
local tweenINFO = TweenInfo.new(2)
local tween = TS:Create(script.Parent.UIGradient, tweenINFO, {Offset = Vector2.new(0,5,0)}):Play()
aah okay
i think youre better off at #code-help
oh shoot
didnt even realize
but i think i figured it out
yeah i got it
it was one small thing
no worries, just recommended
happy to hear it got fixed
i swear coding pmo


is here anybody 🇨🇿 ? willing to coop in some fun dev ? dms.
finding someone who are interested to collaborate me on Punch Button Tower
Hey guys, there are 2 tasks that I need to accomplish (I'm a solo dev that can do everything besides scripting, so I'd like to see if I can learn to do it myself)
Task 1
Enforce 2 second click cooldown: clicks during this cooldown will not reward the player,
Add +1 AuraPower every click,
Scale down / make button slightly more transparent upon click, undo upon click release,
Display AuraPower in the player list
At each AuraPower Milestone have the player Equipped with/display the next level of visual Aura VFX: 10 Aura Power, 50 Aura Power, 250 Aura Power, 1000 Aura Power, 5000 Aura Power, 10,000 Aura Power.
(Each rebirth would give the next line of Aura Visuals for that rebirth level. They are already imported in the game)
Task 2
Rebirth formula: 1000 * (1.7 ^ rebirth count) = rebirth cost,
Display rebirths in the player list,
Set AuraPower to 0,
Increase Stat Point balance by 1,
Trigger rebirth via an UI button
Respawn player infront of a statue/tome
What do you guys think? How easy is it to script this?
DM me, i wanna see if i can help
Ok
local CanClick = true
local plr = game:GetService("Players").LocalPlayer
local char = plr.Charactrr or plr.CharacterAdded:Wait()
local hum = char:WaitForChild("Humanoid")
local variablesneeded = {
Connections = {}
}
variablesneeded.Connections["Input"] = game:GetService("UserInputService").InputBegan:Connect(function(input, gmp))
if gmp then return end
if input.UserInputType == Enum.UserInputType.MouseButton1 and CanClick then
CanClick = false
plr.leaddrstats.AuraPower.Value += 1
task.wait(2)
CanClick = true
end
end)```
this is a example
@crystal bridge
i wrote it on mobile so gg
no
id do it if i was paid of course
oh nty
well if we make it whatever the game makes we split 50 50
?
@narrow vault
no lol
k
why would i waste my time on that if theres no pay
guys i have a pet in my game where u hold it but i want you to be able to place it somewhere who can help
No hiring
If u want help, with bugs or script, then go to #code-help
ya'll have any recommendations on limiting damage by saveinstance()?
Yo im a small scripter that want to start commissions but don’t know how and I don’t want to do trash
First if u want to start doing commissions u need to get role for it in order to post in #scripter-hirable or any other channel in that category
And in order to get the role u need to apply for it
https://hiddendevs.com/ read the requirements when applying
We're a community of skilled creators. From programmers to graphic designers - we provide a platform to communicate, share, and transact amongst other fellow creators.
Where
Use you're eyes and u will find it
Alr
why cant i see the script numbers anything my studio is cooked : (
guys who wanna be my dev partner and we make games
do anyone know where in the playermodule root part rotation is
copy the code and replace the module or sum
anyone want to help me make a steampunk building game (where you build a blimp and explore)
hey gooners
why do games do hitboxes as boxses or seperate parts instead of the normal rig like left arm right arm or left hand right hand yk what i mean i feel it would make the combat smoother and better
would you rather want a box for 15 players or 15 x 15 parts for 15 players
which is 225 parts
it doesnt exactly need or i to be that though
every punch is a connect to the player like the script
can detect
if lets say its r6
if the left arm touches another player
it deals damage to that other player
thats like having a game's foundation run on duct tape and glue
how though
the hitboxes are usually never accurate in most games
even if they are they are abit buggy
so doing this can jst prevent many issues
can anyone help me with this? i have it set up where if you equip a hat it sets the players "EquippedHat" value to the name of the hat and if the hat is in a players "ownedhats" folder then you can equip it, but if its not then you can't. and for some reason the text on the buttons get stuck on "unequip" even though I either dont have that hat equipped or i have another hat equipped, can anyone help/
ill explain more if needed
GUYS I NEEDA PAY A DEV 1500 RBX ILL SCRIPT / DO ANY MODEL FOR 1500 BUT PLEASE NTO COMPLEX AND I NEED RBX UPFRONT QUICKK
?
you're being very conflicting
either youll pay a dev or you need robux upfront, which one is it?
i needa pay a dev with the rbx
but which dev? scripting?
ui
oh
can anyone help me fix a script that doesnt work properly?
been blanked 3 seperate times in 3 seperate channels
for i = 1, math.huge do
who is the best at explaining how to script lua in roblox studio?
or i mean how should i learn it
ty

this code hurts my soul
😦
try to add comments, try to use a table where you have a dictionary called connections so you can store them
like
variables.Connections["PlayerAdded"] bla bla
a skid will probably get here and tell me its useless
but its good for practice
while its useless to do that for playeradded events in a script that will always remain, its good for practice
and spacing out the code 2
i see
instead of coroutines u can use task.spawn
yeah i was using task.spawn but
cuz coroutines are kinda worse than task.blabla
thats why im using coroutine insted
imagine u do coroutine.wrap and it errors
i see but its up to you