#code-discussion
1 messages Β· Page 107 of 1
im kinda lost
And it replicates to all clients automatically
wait
can i pm you my script so u can take a look
i just checked im already loading them
Sure but I canβt reply for a couple hours
loadAnimations(walkFolder, loadedAnimations.Walk, WALK_ANIM_SPEED)
loadAnimations(sprintFolder, loadedAnimations.Sprint, SPRINT_ANIM_SPEED)
heres the 2 lines
local function loadAnimations(folder, target, speed)
for _, anim in ipairs(folder:GetChildren()) do
if anim:IsA("Animation") then
local track = animator:LoadAnimation(anim)
track:Play()
track:AdjustWeight(0.01)
track:AdjustSpeed(speed)
target[anim.Name] = track
end
end
end
im loading it here
change it to pairs, not ipairs.
AI
and that will fix the whole issue of the anims not playing for other clients?
bro if it doesnt play for the other clients then youre loading the animation on client side instead of server
oh
so i just have to load them on server THEN manage on client right
do i have to load them everytime their character are added
bro i dont know your script, find out 
thats what i did but my shit isnt working
been 3h im stuck on this
i can send it to you
bro are you lost, hes loading animations to random dummies from his client side, ofcourse no other client would see the animation
has he considered?
so i can load the anim in the server and then play then on client side so everyone can see em
idk if he has even considered tbh
just play them on the server
if you play it serverside wont it play client side too? am i lost ?
how do i make my character's body visible when in 1st person cuz this aint working
RunService.Heartbeat:Connect(function()
if Walking then
local CurrentMaterial = getMaterial()
if CurrentMaterial ~= LastMaterial and LastMaterial then
Materials[LastMaterial].Playing = false
end
local MaterialSound = Materials[CurrentMaterial]
MaterialSound.PlaybackSpeed = Humanoid.WalkSpeed / 12
MaterialSound.Playing = true
LastMaterial = CurrentMaterial
else
for _, sound in pairs(Materials:GetChildren()) do
sound.Playing = false
end
end
if Camera.CameraSubject == Humanoid and Humanoid.Health > 0 then
if (Camera.CFrame.Position - HumanoidRootPart.Position).Magnitude < 1.5 then
for _, part in pairs(Character:GetDescendants()) do
if part:IsA("BasePart") and part.Name ~= "HumanoidRootPart" then
part.LocalTransparencyModifier = 0
end
end
else
for _, part in pairs(Character:GetDescendants()) do
if part:IsA("BasePart") then
part.LocalTransparencyModifier = 1
end
end
end
end
end)
task.spawn(function()
while task.wait(1) do
if UserInputService.MouseIcon ~= "rbxassetid://13792191800" then
UserInputService.MouseIcon = "rbxassetid://13792191800"
end
end
end)
wtf bro cmon
his issue is client replication, if he loads animations on the server side to a random dummy, then that animation will be replicated to all clients connected to the server, and display it on their screens.
do > 1.5 instead of < 1.5
since now you're setting the localtransparencymodifier to 0 whenever the camera is further away
I don't think you can load an animation through the server and play it on a client for it to replicate.
I think you need to play it on the server too
i think it's as intended it's just 1.5 seems like a very edge case number just do 1.6 or 2
your script will make them invisible if they zoom out though not sure if that's really the goal
its a 1st person game they wont be able to
then just always set it to 0 don't even check the distancs
just leave out the magnitude checks
so i can play the track on the client but i have to load them first on the server am I right
i truly dont want to rewrite my whole animate script server side
bro play it on the server
make a remote event or a remote function that sends the animation and animation id
i wont be able to manage animation weight on the server tho
then play it on the server side
then send the argument for the animation weight through the remote event
and yes you can handle weight on server
alr
didnt work
need to use renderstepped instead of heartbeat because that's when the camera script runs
just loop change the LocalTransparencyModifier to 0
like this?
it will take you less time to press play than for me to double check
i already played and it didnt work
then why don't you add that information in the first place
is it cuz the local script is in starter char scripts
my bad
add a print statement in the for loop and see if it prints anything
guys which api is to use
free ones any tips
default font..
cllg project
just bold default font
you still have 1.5 instead of a larger number
the camera is physically 1.5 studs above the root part how can it be less than 1.5 away
Yes
i already tried
for what
larger numbers just do this
ai chatting
how is that not literally exactly what you are trying to do
idk any free ai api
i dont want my head accessories to be showing π
changing the number does not influence that do you understand the code you have written
if part:FindFirstAncestorWhichIsA("Accessory") then continue end
can someone help me in my game i got a character customisation but my character floats instead of walking cna someone help asap
ty
so when you select the character, you can't move?
is it anchored perchance?
does your custom character have an animate script in it?
can u help me ?
one of these
nah it doesnt
can you add it to the character?
thats why
lol
hip height
idk how
anyone can explain me what continue does in a for i,v thing ?
can u vc?
Playtest >> workspace >> find your character >> copy the Animate localscript inside it >> exit PlayTest >> paste
search animate script on roblox toolbox and put it in a folder and make a script where when u make ur character and spawn or whatever it clones it into that new character
idk what any of that means
then how do you have a custom character system
my firend gave me a character creation
ok fine, add me on roblox
BRO
can u jsut screenshare
holy
like tell me what to do
can you?
ye, I don't have a mic
Why so many indentationβ¦
What do yall think about roblox - typescript
I haven't used typescript, but I feel like lua is already enough
I mean in most cases it is, but tbh i tried typescript and i feel like i can organize my code much better than with regular lua
It could be just personal preference, can't say for sure until I've tried it ig
if u cant with regular lua then im sorry to break it up to you but you suck
typescript is good dont get me wrong
but theres no way u cant organize ur code w regular lua
i never said i couldnt i said i feel like i can organize my code better
idk where the reddit speech came from
in a statemachine should i queue switches that happen in a single frame
thats kinda one oif the whole reasons they excist
so yes
serialize state transitions that happen within a single frame in a state machine
yo why isnt my code working ?
yo so why isnt my leaderstats showing 
local Tycoons = game.Workspace:WaitForChild("Tycoons")
local function assignTycoon(player)
for _, Tycoon in Tycoons:GetChildren() do
if Tycoon:GetAttribute("Taken") then continue end
Tycoon:SetAttribute("Taken", true)
Tycoon:SetAttribute("UserId", player.UserId)
return Tycoon
end
return nil
end
game.Players.PlayerAdded:Connect(function(player)
local Tycoon = assignTycoon(player)
if not Tycoon then warn("Could not assign tycoon to"..player.Name) return end
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
leaderstats.Parent = player
local cash = Instance.new("IntValue")
cash.Name = "Cash"
cash.Value = 120
cash.Parent = leaderstats
end)
cause if the player has no tycoon itll return end and never do any code after it
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter
UserInputService.MouseIconEnabled = true
local isLocked = true
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if gameProcessed then return end
if input.KeyCode == Enum.KeyCode.Q then
print('ee')
isLocked = not isLocked
if isLocked then
print('locked')
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter
Plr.CameraMode = Enum.CameraMode.LockFirstPerson
else
print('unlocked')
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
Plr.CameraMode = Enum.CameraMode.Classic
end
end
end)
why wont it unlock the persons cursor
is this a local script
and does it print anything
bc no one wants to venture there
wdym
yes and it prints locked and unlocked
idk I feel like most people, especially here
guys has anyone worked with smart bones?
they wouldn't venture into open source modules
anyone?
I mean is it a good open source module?
how do you define Plr
yeah its pretty good
cuz like everyone uses profilestore
I use react
roact?
so has anyone worked with smart bones? liek scripting their animations perhaps
no one wants to code the functionality and the UI itself ig
they updated it to react
local Plr = game.Players.LocalPlayer
lowk where do i download it?
fusion
whats fusion
open source module for ui framework
I use react specifically bc I program with typescript
lets u build UIs with dynamic updates
react has a larger learning curve but provides more functionality I suppose
I'd recommend starting with fusion tbf
ur setting this dude up for failure
π
wdym
how
so no one here has worked with samrt bones
isnt that a blender thing
hey lmk how
I sent that like the second u sent ur second message
yes, but you can script them
react and typescript isnt beginner friendly stuff
and im looknig to script them for sails of wooden ships, including ropes
oh gotchu
yeah thats why I said he should start with fusion
fusion is great
it is
its semi-enjoyable
the docs don't offer a very well articulated explanation though
most of it is built on assuming you understand it from minimal explanations of how it should be used
oh also @mortal kettle if you'll be using fusion I recommend you look into UILabs plugin
yo would i hire a graphics artist or vfx artist to design kanji
alr
why tho
if u dont mind me asking
fusion is overrated just premake ur ui
yeah who needs state management when u can js manually update every label
premake ur downfall bro
ok ill use fusion from now on
whats wrong with that
lmao
its not difficult
I see a lot of issues with it
but the biggest one is probably just that its inefficient
are u one of those people that hate on AI as well?
how is it inefficient π
AI is garbage at luau ofc i do its fine for fixing bugs tho
idk maybe it wastes more time?
2 iq?
skill issue
are u one of those guys with a AI slop filled codebase
yeah 100%
that was obviously irony
wots wrong wit the AI
no shit
it isnt bruh
if you are using a library to programmatically make your ui, this plugin lets you preview your UI without having to play test your game in studio
why are people so lazy its not difficult to play test ur game π
you can preview specific components bruh
trust me bruh replaying ur game 20x times gets annoying
why do u have a problem with it
yeah ong
its not about laziness, ur js being inefficient for no reason
like dat that one second of testing ur game couldve been put towards codin
theres no downside of using fusion
theres no downsides to anything to some extent if you use it correctly
and if its not old
iss there anything else i should know
cuz when i get good at fusion i should use react?
im busy rn
depends
not necessarily
ok kewl
straight from hell
Nice font
nice build system
Achievement unlocked: Organized and readable code.
I'm new to coding and I might be stupid for asking but is this actually runnable?
even if it was thats an awful way to format your code
I was thinking even if it was runnable its probably bad practice
does Roblox allow datastore key version rollbacks aka backups on their Datastore API?
afaik datastore2 handles backups for you
https://kampfkarren.github.io/Roblox/
So roblox does not offer a solution right
no i dont think it offers backups/rollbacks by default
but it wouldnt be hard to implement rollbacks, or you could just use ds2
Thats too much work tbh, I'll probably just make a small back up system covering up to a week
Why do you want backups or rollbacks?
My scripts arent perfect and if in the case something malforms and ruins the player data i would want to be able to roll back to a previous version
Although I have already added a billion checks I still want more protective layers
Did you create your own datastore module for saving data?
Yes pretty much but it is hardcoded
Use ProfileStore wrapper module instead so that you can use seperate session keys for when in studio or testing things so that its stored on a seperate datastore.
local SESSION_KEY = if RunService:IsStudio() then 'studio_test' else 'production'
So that theres no risk of data corruption when testing
Ai can do that π§
does anyone create a custom admin panel and admin commands for my game specific ill pay you
what kind of admin commadns do you want
guys what do you think is the best to start learning lua by myself
i understand lua mostly but i canβt use it
dm me @coarse terrace
How much are you paying?
Lol
I'm currently working on a 60k+ R$ commission to do such a thing
With the addition of a cross-communicating Discord bot
you should make. mini projects on studio or some lua compiler
what do you use to advertise yourself for commissions?
guys im tryna learn scripting rn i got back into it, got any tips? im trying to learn off toolbox right now and all of the models have advanced scripts which i have no idea what they do, so far throughout the 2 days i've learned scripting about, (sometimes i forget lol) i can code a simple killbrick, i can re-shape, re-color, and change materials of parts, and spawn parts in studio.
Connections + GitHub
Professionally, 4 years on/off
I started learning Luau in 2014 though, lol
"Connections" π
Might just put portfolios on every site there is
portfolio on facebook π
portfolio on vine π
portfolio on ebay π
portfolio on ^kmate π
I dont think Luau existed in 2014
very much did lol
https://www.youtube.com/watch?v=0LiaEDui2vE as referenced by this video
In this tutorial, UristMcSparks guides you through the basic concepts and tools of scripting and coding in ROBLOX with Lua. You'll learn how to write a basic script, define variables, and create functions. These are the foundations to eventually making your own game!
As part of Code.org's global Hour of Code event, we are publishing a series of...
How efficent is this, if there are multiple actions?: ```lua
local PlayerActions = {}
PlayerActions.__index = PlayerActions
function PlayerActions.Initialize(config, services, utilities)
local self = setmetatable({}, PlayerActions)
self.config = config
self.services = services
self.utilities = utilities
return self
end
ProximityPrompts = {
["Climb"] = function(player)
print(player.Name .. " Started Climbing!")
end,
}
function PlayerActions:Start()
local player = self.services.Players.LocalPlayer
-- ProximityPrompts --
local ProximityPromptService = self.services.ProximityPromptService
ProximityPromptService.PromptTriggered:Connect(function(PromptName)
ProximityPrompts[PromptName.Name](player)
end)
-- UserInputs --
-- --
end
return PlayerActions
Luau (synonymous with Roblox's adaptation of Lua 5.1) has existed since Roblox's release in 2006
Since you're concerning the local player, there is no need to make this a constructable class
Maybe his code is structured around services
Services are non-constructable singletons
Make it a static class. This will make the use of metatables redundant, @patent mirage
I don't agree with dependency-injecting services either
Just import what you need. Keeps things clear
@hoary cedar any chance u could give some feedback on my implementation of like a global shop restock system? nobody else could help yet t_t
ill send in a sec
Your code isn't robust, either. It does not handle unrecognized ProximityPrompt protocols
On startup, a server tries to become the leader using MemoryStore:SetAsync("Leader", JobId, TTL).
If it succeeds, it becomes the leader and handles restock logic.
If it fails, it publishesh its JobId to MessagingService on the topic "ElectionRequest".
The leader listens for these requests and stores the JobIds in an electable table.
When the leader shuts down, it picks a random JobId from the table and sets that as the new leader via SetAsync.
Servers send a "RemoveElectable" message with their JobId when shutting down, so the leader can remove them from the table.
Also, try to use more accurate names for variables
PromptName should rather be prompt, as it refers to a ProximityPrompt and not the name of it
Selling a group with-1.1K Members (not looking for clown offers such as "300")
If it succeds? Like if the method doesn't fail or if there's no leader set?
1 robuck
Also what's exactly your global shop restock system about
if theres no leader set
its pretty much the grow a garden seed shop 1:1
I'm not sure how reliable this system would be. Personally, I would allow all servers to perform a restock via UpdateAsync to ensure sequential restocking, then add a flag that drops the other restock requests if a server already handled it
But if you want to delegate restocking to one server, that's a sufficient design
ya pretty much one server handles the restock logic and sends the stock to other servers via messagingservice
if that server shuts down it picks a new one
However, I think "leader" could be more concise
ya fair
i wouldve thought leader makes sense in the context that it takes "leadership" of the restock logic
thanks for the feedback though! very much appreciated
That depends on how you've named your memory-store variable
my issue with this is the amount of memorystore/messageservice calls most other implementations take
im not sure if this system scaled up x1000-2000 wouldnt cause throttling
"I'm not sure how reliable this system would be"
What if the leadership transfer gets dropped, or leadership is transferred to a server who failed to signal their own shut-down in time
true true
my initial thought wouldve been that every server fires a getasync memorystore call every few seconds but
if i had a high amount of servers a lot of those requests would be dropped
For a system that restocks every X amount of seconds, making only one request, you'll be fine
You could combine the stock retrieval operation into the dropped UpdateAsync calls
ohhh whatt lol
i couldve sworn the limit was hard capped at like some hundreds/minuteor something
The successful server updates its shop with the restock, and the rest will naturally observe the restocked shop upon their UpdateAsync call
It could also be possible to set up a server independent of a Roblox one to handle this and, using the Roblox's Open Cloud API, communicate every server of the stock
Although I the leader thing is less costly
A global shop is difficult considering players would be purchasing and depleting stock often. I'd imagine you're updating the memory-store each time this happens
That's where I'd start to worry about throttling/dropped requests
my problem with that is its expensive
Thats old. I would just learn it from a regular lua tutorial video since its literally the same as luau. Luau is just a custom sandboxed version of lua with changes to garbage collection, os module, and parallel stuff. Then you can learn the API afterwards
ya, every server has the same stock every 5 minutes
Restock or stock?
restock
That's not a global stock system
To me, and from what I believe I experienced, that sounds as if each server has its own stock and restock operation
ohhh no
it restocks every 5 minutes globally i.e every server will have the same fruits and fruit amounts in stock
But each server depletes its stock on its own?
Buying items from one server does not deplete the items from another?
if i used ai like cursor ai would it make my games secruity bad
ah no the stock is per player
im not sure if im explaining this correctly π
Per server, you mean
Imagine it as multiple markets. Each market gets new stock, but each market loses its stock separately
Every player has an amount of seeds they can buy, and every 5 minutes it replenishes for everyone?
yes omg
Yes. This is per-server
Every player independently
guys im building, doing UI, and scripting small - medium systems for brainrots in steal a brainrot. DM Me.
Last I played that awful game, I'm pretty sure other players depleted the server's stock
so every player gets the same fruits/fruit amount but the fruit you buy are stored for your player
Each player didn't have their own
Oh I thought you meant a different thing
If it just needs to restock every 5 minutes, and the stock doesn't need to be synchronized, and it doesn't need CRAZY accuracy, you could just check (os.time() % 5 * 60) == 0 right?
But in any case, @median bramble, we can simplify things greatly. The first server to boot up can post its boot timestamp to a memory-store, then each subsequent server can query that timestamp and sync its restock operation acoordingly
There is no need to keep coordinating a restock
thats the thing, it does need to be synchronized
so basically
Ya, just synchronize time between every server
Then let each server do its own thing
every server will have the same stock every 5 minutes, but players dont deplete the servers/global stock and only for themself
Understand, @median bramble?
Then it's the same thing pretty much, except the restock happens for every player in every server
ya
just clone the stock for each player
thats not the big part im worried about
the restock time isnt the big thing since i can use unix for that
its that i want to sync the fruits that are in stock across every server
do u get what i mean? or do i just not quite understand ur point π
I think you can just use workspace:GetServerTimeNow() to get a synced clock
ya
Then you just literally use a data store
or os.time
os.time() isn't guaranteed to be synchronized, but it's less expensive
ya but not every server can handle the restocking and update the datastore, since its still randomized
so id still need one server to handle the random stock logic
and then would i just pop that into a data store and call it from other servers?
??
What's randomized
The amount of fruit restocked?
the fruit and the amoutn of each fruit in stock
I get it now
Why don't you just use the same seed between every server or something like that?
yea ur right
so i can just use Random.new() with a seed like the current unix time?
ya
omg
You can also add like another factor to it, otherwise some genius might just figure out how to predict the amount of seeds you're gonna get next
This provides an approximation of the current time on the server the client is in
That's not going to work
i mean thats not too big worry honestly
Yeah I just read the documentation
actually
just use os.time()
alright
and start ticking up the number every second
maybe resynchronize it again every now and then
i mean
The first server to boot is the first server to start the restock countdown. You need to learn that server's uptime, then look at the current time to calculate and sync the restock timer in your server
@median bramble
Any scripter wanna collab
mm alright
tysm for the help u 2 yall are amazing
I have a game am working on
what should i do after learning the basics of coding lua?
What would be the probability of os.time() getting desynchronized by 1 second now that I think about it
Practice the basics, because you probably don't know it as well as you think
TRY RANDOM STUFF
I know that this will also probably work fine with using os.time(), but Iβve seen several reports of it being inaccurate and out of sync up to 3-5 minutes
o.o
Yeah don't use it lol
ok ive found a solution on a devforum article
someone made a module that gets synced time from google
ya
ty for the help ur such a goat
im glad i didnt make the overcomplicated mess i was thinking of lolll
Usr DateTime.now().UnixTimestampMillis
Not that necessary if you don't need to format the time and just need the unix timestamp
Most precise option
would i bypass the limit of datasaving if i put a timer leaderboard? i added some safety precautions like saving every 30s and saving when player leaves, but idk if itll ratelimit
any other suggestions i can do to avoid hitting the bar
cuz isnt it like 60 writes a min so if theres over 100 kids itll ratelimit i feel like
I would recommend use profilestore module, it only saves when necessary and deals with most problems, including session locking. And the update I think is like 60+ some numberr * number of players or something
btw, have any of yall done some kind of atomic update/transaction
im reading the documentation and in bold it says
ProfileStore is not designed (and never will be) for in-game leaderboards or any kind of global state.
does it matter if i violate that, do you use it for ur leaderboards?
yhe, but I am pretty sure you can still make them with it, because profile store uses datastores under the hood, you will most likely just need to make your own logic to handle that part of the code
not rll sure how it would be since never did
but shouldnt be that hard
okay thanks
Wsg long talkers
Is anyone here good with soccer physics and generally scripting things like this
np, good luck
I can pay
nice, pay
sup
i think ill just have the servers communicate so they dont ratelimit
im lazy asf so 
lol, good luck
If anyone can script a system for me I will make a model for you we can trade
.
Anyone know why its saying my function is not a function?
Ask chat gpt

Iβm making any model for anyone right now in exchange for a 25$ target gift card Iβll do anything like any model
how can i make a portfolio for scripting?
yk how so many people say the dev forum is one of the best ways to learn scripting
Any1 know like a proper cheap devπ
well how so? like im a bit confused. do they search up different topics that people have had and try to learn the code or?
Bro
for scripting? what do u even need?
Anyone have the link to the roblox docs?
me
are they hidden or sum can't u just google them
I'm lazy
how much recomended character into module script ?
i comprresed it from 1.8m character to 500k still huge
script.Parent.Touched:Connect(function(Hit)
if Hit.Name == "Part" and Hit:FindFirstChild("CashValue") then
CashValue.Value += Hit:FindFirstChild("CashValue").Value
Hit:destroy()
end
end)```
Would there be a reason why it doesn't destroy the parts
anyone here know how to script
maybe the condition isn't being met
and destroy should be capitalized
it is
I fixed it
But still not working
Telling me this ain't touching?
I think because the parameter is passed by value
and the hit parameter is being copied
while wait(2) do
local NewPart = Instance.new("Part",DropperPartsFolder)
NewPart.Position = script.Parent.SpawnPart.Position
NewPart.Size = Vector3.new(1,1,1)
local CashValue = Instance.new("NumberValue",NewPart)
CashValue.Value = 1
CashValue.Name = "CashValue"
end```
This is the script that spawns the parts
are you able to change the lighting for the player only?
Make me brighter or darker?
em
is the name of the other part "Part?"
cause it works on my end
I guess?
more or so like a really thick atmosphere when theyre below a certain point
I'll check rq
roact been archived for nearly 2 years, y'all think it's fine to still use it?
Yeah they're coming out as "Part"
can someone help me on my game rq like we go into a call and i screenshare so u can help me fix something
Is group service only if you're looking for specific information about a group? I spent the last like 2 hours looking at the documents understanding none of it only to know there was 2 objects that was what I was looking forGetRoleInGroup() and GetRankInGroup()
if it works it works, but there are other aproaches to it
like?
u can use it to check if a players in a group or if a group is allied
yo can anyone help me to understand on how a shop system works for example if a player purchases, how to i make it so they own it and they can equip it and use it mid match
using remote events and clone items from a storage folder to their inventory
ok but if they press a button how will it activate the item they equiped
Remote event
ok thanks
Remote events have been my enemies for a while but I finally figured this out
local Players = game:GetService("Players")
local player = Players.LocalPlayer
Players.PlayerAdded:Connect(function(player)
wait(0.2)
local leaderstats = player:WaitForChild("leaderstats")
local plot1 = workspace.plot1
local plot2 = workspace.plot2
print("finding plot")
if plot1.Istaken.Value == true then
print("plot 1 taken trying plot 2")
if plot2.Istaken.Value == true then
print("plot 2 taken")
if plot1.Istaken.Value == false then
print("giving player plot 1")
player.leaderstats.plot.Value += 1
print("gave player plot 1")
if plot2.Istaken.Value == false then
print("giving player plot 2")
player.leaderstats.plot.Value += 2
print("gave player plot 2")
else
print("all plots are taken how tf are you here")
print("found plot")
end
end
end
end
end)
it just stops after finding plot
hey guys if theres one old roblox game u loved back in the day and wish had a new version which one would it be?
Is this being run on client
why dont games just obfuscate the script that fires their handshake remotes
Obfuscation can be reverse-engineered
just do sanity checks on the server-side
isnt it like really hard
havent seen anybody decompile luraph
Theres tools dedicated to it but even if you were to successfully do it, it would make static analysis very difficult. You would need a copy of the code before the obfuscations for later
Just tell the exploiters mom that they're doing no no stuff on roblox
and it's sorted
can anyone tell me why this isn't working? if possible ik it says its not apart but I don't understand
..? is checkpoints a folder
what is value supposed to be bro
I couldn't even tell you
wdym u couldnt tell me its ur game bro
nah im just learning
..?
who wanna build a scary obby dm me
I'm about to release a Steal A _____ Game (big expectations) (unique idea) but we need scripter, the game needs some scripts and that's it ππ
what scripts
rebirths and index
how do rebirths work in that game, I haven't played it for more than 10 minutes
You should play it ngl, to get more familiar with it
Can anyone teach me how to make a game?
just let bro keep learning heβs gonna figure it out eventually thatβs what I did
π₯
Youre aaying big expectations and unique idea while its βSteal a _β
π
new studio jumpscare
You only check if both plot1.Istaken.Value == true and plot2.Istaken.Value == true before you even try to give the player a plot
and
also
your script logic for assigning plots is incorrect and will never actually assign a plot if either is not taken
you can do
if plot 1 is free then take plot 1 if plot 1 is taken then take plot 2 if boath are taking just print smth idk
ever heard of return statements u dont need that many nested if statements π
you can just simply do
plot1.Istaken.Value = true
and
elseif plot2.Istaken.Value == false then
give the player the plot
if both are taken
then
plot2.Istaken.Value = true
nah nested looks ugly ash
why isnt this working i am a begginer to scripting and i tried to do a part that makes me faster but the help things where you can press tab didnt pop up so i just guessed ```script.Parent.Touched:Connect(function(SpeedPart)
if SpeedPart.Parent:FindFirstChild("Humanoid") then
SpeedPart.Parent.Humanoid.Walkspeed = 500
end
end)
should work fine
wheres ur script placed and is it a script or localscript
script
anyone know why my checkpoint script not working?
INSANE IDEA.
vaule
you misspeled value twice
dm if u wanna code an incremental game with me (must be good at coding incrementals)
you misspelled misspelled
π
It's Value not vaule
The redundant spaces are itching me somehow
as hes probably new, its more convinent to the eye
what should i try coding i almost know the basics but dont know that to do now
can someone help pls?
script grow a garden
make a game where every 5 seconds, parts spawn randomly near the spawn. touching them grants the player that touched them temporary powers like size, speed, or jumppower. these powers only last 10 seconds
when i was kinda new this was fun
Script the strongest battlegrounds
okey ty
are you good scrripter?
im a very good scrripter
Proof
why
To prove you are
why do i have to do that
wow okei can you look mai code rq. its just 40 lines. im making gow a garten game for practice
If it's real
you dont have to believe me
so i have a script called description
any errors?
in starterplayerscripts
the text doesnt show up
i mean in the output
lemme check
Wdym
Are you firing all the clients meaning if someone touched the activation then it will be fired through all the clients that is connected?
uhh
why is this even done on client, just do it on server
I think it's inefficient
inefficient?
the game is singeplayer
doing it on server or client?
not multiplayer, im doing it on client
how do i make a part spawn randomly with in a distance?
By Math.random
okey
well idk cuz i got a event called hadtopee
when i put that name
it works
What does the output say?
nothing
Throughout?
Vector3.new(math.random(-30, 30), 10, math.random(-30, 30)) is what i did
That's the problem
nope
Infinite yield possible
Wdym
he wants to steal ur game
dont do it
k
It's giving me scammer payback fr
What if that's the cause
You can try fixing the warning
well idk cuz i aint removing allat
uhh
You should debug
how
Either printing and using the breakdown debug
his "game" is probably 30 lines of code bro
400 lines dawg
ure prob right
a
π±
Says the one who "I made grow a garden in a 30 line script"
400 lines!!!
wow
it was ONE script bro
i mean yall said its 30
amazing
dawg ik yall trolling
2 repeat statements in a hearbeat connection π π π
camel case is better than pascal caseee
Next Albert einstein
real
wow its not like im looking to get better
fr
u do realize heartbeat connections dont yield
this why i asked for someone to check over it
You need to get better to be normal broπ₯π₯
Actually you need medical health
from coding I meant
didnt even think about mobile
its also rlly inaccurate
but sure
and dont yield in hearbeat connections π
why not
yielding in a heartbeat connection is actually crazy
Why do you yield in something unyieldable
so what do i use instead
Bro your like running an expensive code then doing it twice rapidlyπ
Does anyone know a reason for the IconImageAssetId of the productinfo returned by MarketPlaceService:GetProductInfo() to be 0 instead of the acctuall id?
no icon
or ur product is incorrect
its most likely cause it has no icon
It does return the name, remaining and all other stuff
okay
yeah then the product has no icon 100%
idk any other way to make it work
ok thanks
What u tryna make lil bro
utilize tool.Equipped and tool.Unequipped
-# L
1 sec
I wanna code so hard
yeah camelCase on top
I use pascal for services
same
camelCase always on top
and i use snake_case + upper case for constants
Who is bro talking to
= LOAD_SNAKE_CASE
i think he meant to send in dms lol
to bad i have vencord
have u tried clicking on publish?
yes bro
what went wrong
IDK
Let me guess, no internet?
The asset is a ugc and it kinda has an icon, at least I see the ugc.
I have internet
That's so easy to code fr
Hmmm.
buy a new pc
Buy a new pc
βThis experience is not available 0
what is it saying blug
Make it public dum
I suggest posting the bug in devforum
there u go improved ur code
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local Player = Players.LocalPlayer
local Mouse = Player:GetMouse()
local PlantEvent = ReplicatedStorage.Events.PlantEvent
local Tool = script.Parent
local PlantPlacePart = Instance.new("Part")
PlantPlacePart.Name = "PlantPlacePreview"
PlantPlacePart.Anchored = true
PlantPlacePart.CanCollide = false
PlantPlacePart.Transparency = 0.7
PlantPlacePart.Color = Color3.fromRGB(0, 255, 0)
PlantPlacePart.Size = Vector3.new(2, 0.2, 2)
local Equipped = false
local Conn = nil
Tool.Equipped:Connect(function()
Equipped = true
Conn = RunService.Heartbeat:Connect(function()
if Mouse.Target and Mouse.Target.Name == "Soil" then
PlantPlacePart.Position = Mouse.Hit.Position + Vector3.new(0, 0.1, 0)
if not PlantPlacePart.Parent then
PlantPlacePart.Parent = workspace
end
else
PlantPlacePart:Destroy()
end
end)
end)
Tool.Unequipped:Connect(function()
Equipped = false
if Conn then
Conn:Disconnect()
Conn = nil
end
PlantPlacePart:Destroy()
end)
Mouse.Button1Down:Connect(function()
if not Equipped then return end
if not Mouse.Target or Mouse.Target.Name ~= "Soil" then return end
PlantEvent:FireServer(Mouse.Hit.Position, Tool.Name)
end)
Then play it
I CANT
Go to Roblox place
IT WONT LET ME
Maybe your Roblox client is not robloxing
screenshot the whole goddam error bro
aight check the game settings maybe u have something unset
Wrong index cases
yes create a new datastore
who ze hek uses BrickColor just use Color3.fromRGB
real
hes following a tutorial
tho
prob brawl dev
Don't listen to that guy who haven't touched grass
yh
no clue what this means ngl
Perhaps yeah
Then unlock it
show output
Im pretty sure the refiend code gonna be working
wait holdon
its cause its tryna destroy it whilst its already destroyed just a add a check in the heartbeat loop
Check the output
ideas plz
adopt me
grow a poop simulator
That's the problem silly boi
profilestore handles server data not global data
Make a baby simulator
u have a error
Nuh uh That's still an error
GIVE ME IDEAS FOR A GAME
Spend robux for free robux
a real one
Debug why
that wonβt take months
Be a real person simulator
Real one
"Not a ripoff of Strongest Battlegrounds 100% proof"
slaps mogs butt simulator
would this be an efficient approach on making a rope that curls? let's say that each line change on this video is a frame
where, when we make a raycast that falls and hits a corner every time, a new raycast (and physical part) would be made and the process repeats itself on the new raycast (and the "gravity" would be shifted towards the angle of the side of the rope that was just hit)
ohh its cuz u cant put for sigma = 1,10
Yes
do for i = 1,10,1 do
sorry if the video is janky btw, i just made it in paint, it was pain(t)ful (π)
sigma is defined u cant use that
just use a rope constraint + a circle made up of cylinders around the object
instead of "for sigma = 1,10,1 do" put "for i = 1,10,1 do"
u can dynamically create the circle using trigonometry + the models bounding box
π
u forgot the do
bro ππ
show me the game
who told u to put i down
try replacing the first line with workspace:WaitForChild("Baseplate")
bro show the error
r u slow
bro fkin just put for i = 1,10 do at the top
What are you even making bro
keep "sigma" down
local sigma = game.Workspace.Baseplate
for i = 1,10,1 do
sigma.brickcolor = BrickColor.new("Toothpaste")
task.wait(2)
sigma.brickcolor = BrickColor.new("Lavender")
task.wait(2)
end
put thay
that
no sht
@hallow crag the script u gave me errors with The Parent property of PlantPlacePreview is locked, current parent: NULL, new parent Workspace - Client - LocalScript:29
@royal moth show me wtf that script does
that wont work
i told u how to fix
wtf are you making
oh shit i forgot to clone the plantplacepart
it would be nice if ropeconstraints could collide...
but the circles could work, it might work with shapecasts, thanks
I suggest watching thedevking series, it's where I firstly learned lol
yea i tried to fix it with cloning but i might hahev done it wrong even tho it cant be hard
What if make a game for yourself first
It aint
It's old but not outdated
It doesn't need to be, plus you can learn them anytime
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local Player = Players.LocalPlayer
local Mouse = Player:GetMouse()
local PlantEvent = ReplicatedStorage.Events.PlantEvent
local Tool = script.Parent
local PlantPlaceTemplate = Instance.new("Part")
PlantPlaceTemplate.Name = "PlantPlacePreview"
PlantPlaceTemplate.Anchored = true
PlantPlaceTemplate.CanCollide = false
PlantPlaceTemplate.Transparency = 0.7
PlantPlaceTemplate.Color = Color3.fromRGB(0, 255, 0)
PlantPlaceTemplate.Size = Vector3.new(2, 0.2, 2)
local Equipped = false
local CurrentPreview
Tool.Equipped:Connect(function()
Equipped = true
RunService.Heartbeat:Connect(function()
if not Equipped then return end
if Mouse.Target and Mouse.Target.Name == "Soil" then
if not CurrentPreview then
CurrentPreview = PlantPlaceTemplate:Clone()
CurrentPreview.Parent = workspace
end
CurrentPreview.Position = Mouse.Hit.Position + Vector3.new(0, 0.1, 0)
elseif CurrentPreview then
CurrentPreview:Destroy()
CurrentPreview = nil
end
end)
end)
Tool.Unequipped:Connect(function()
Equipped = false
if CurrentPreview then
CurrentPreview:Destroy()
CurrentPreview = nil
end
end)
Mouse.Button1Down:Connect(function()
if not Equipped then return end
if not Mouse.Target or Mouse.Target.Name ~= "Soil" then return end
PlantEvent:FireServer(Mouse.Hit.Position, Tool.Name)
end)
I meant you don't need to learn that
well i almost got it.
There is clearly something wrong with the code. You're using the same name sigma
i cloned the part twice π
Those things are helpful in the future
Like alot
those who know π₯
gng
and u dont know how to fix a basic baseplate color changing script π
Keep dreaming if you can actually achieve it
lol what
what if you got 6 from 7 robux?????
6 7
you gotta be humble first
i've got dreams of that years ago and i'm still learning and not earning, lol
its 3.4k per 1 mill
Nuh uh
how old ru dawg π
Why r u on a Roblox platform
14
11
10
Ragebait
67
giving blud too much credit
14 is to late vro
6 7?????
9
1
Unborn
yeah hes ragebaiting
a fetus
no way bro! thats sick!
@hallow crag yo last thing
...
what
why does it flicker on the first time
Debug my boi
23 million because im so good
There's this thing called debugging
I am gonna charge someone 100k for 1 rectangular part
and make it say skibidi Fortnite
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local Player = Players.LocalPlayer
local Mouse = Player:GetMouse()
local PlantEvent = ReplicatedStorage.Events.PlantEvent
local Tool = script.Parent
local PreviewPart = Instance.new("Part")
PreviewPart.Name = "PlantPlacePreview"
PreviewPart.Anchored = true
PreviewPart.CanCollide = false
PreviewPart.Transparency = 0.7
PreviewPart.Color = Color3.fromRGB(0, 255, 0)
PreviewPart.Size = Vector3.new(2, 0.2, 2)
local HeartbeatConn
Tool.Equipped:Connect(function()
HeartbeatConn = RunService.Heartbeat:Connect(function()
if Mouse.Target and Mouse.Target.Name == "Soil" then
if not PreviewPart.Parent then
PreviewPart.Parent = workspace
end
PreviewPart.Position = Mouse.Hit.Position + Vector3.new(0, 0.1, 0)
else
PreviewPart.Parent = nil
end
end)
end)
Tool.Unequipped:Connect(function()
if HeartbeatConn then
HeartbeatConn:Disconnect()
end
PreviewPart:Destroy()
end)
Mouse.Button1Down:Connect(function()
if not Mouse.Target or Mouse.Target.Name ~= "Soil" then return end
PlantEvent:FireServer(Mouse.Hit.Position, Tool.Name)
end)
ts guy is chat gpt
lol
still does
i just modified his prev code
capitalizing the first letter of the variable is wild π₯
yeah no clue
smash your pc and it works
what π
ya ur 12 bro
his code uses PascalCase so i gotta use PascalCase lmao
@gentle stag
wtf is pacalcase
π₯
PascalCase, camelCase, snake_case
camelCase >
are these naming schemes or what
Learn scripting harder lil bro
yeah naming conventions
real
idk ask gpt
nah thats dtm
java is the worst
Bro is a type of a person who thinks he can do "Bro is a type of a person who can buy Roblox by Walmart sigma alpha wolf motivations"
βοΈ Game Modes to Build
Battle arena with randomized weapons or shrinking zones
Mini-game party hub (like rotating obstacle games, trivia, tag)
Tower defense with enemy waves and upgradable towers
Farming sim (plant, grow, harvest, sell)
Survival game (chop trees, build shelter, avoid monsters)




