local trigger = workspace:WaitForChild("barrier")
local Players = game:GetService("Players")
local Teams = game:GetService("Teams")
local Permissions = require(game.ReplicatedStorage:WaitForChild('Modules'):WaitForChild('Permissions'))
trigger.Touched:Connect(function(plr)
local Humanoid = plr.Parent:FindFirstChildOfClass("Humanoid")
local Player = Players:GetPlayerFromCharacter(plr.Parent)
if not Humanoid then return end
if Permissions.Headquarters(Player) == true then
local root = plr:FindFirstChild("HumanoidRootPart")
if not root then return end
plr.Parent:PivotTo(root.CFrame * CFrame.new(0, 0, 15))
Humanoid.WalkSpeed = 0
print("you're on timeout for 5 seconds")
Player.PlayerGui.WarningGUI.Enabled = true
end
for i = 5, 0, -1 do
Players.LocalPlayer.PlayerGui.WarningGUI.TextLabel.Text = "You passed the barrier and are on cooldown for "..i.." sec"
task.wait(1)
print(i)
Humanoid.WalkSpeed = 16
Players.LocalPlayer.PlayerGui.WarningGUI.Enabled = false
end
end)```
#code-discussion
1 messages · Page 130 of 1
is this a client or a server script
Client
only thing I can guess is the whole touch function is inside the module scripts function
why are you using GetPlayerFromCharacter
I need the players playerGUI
That script will only run for the Current player interacting with that object
oh weird I did do that at the bottom
and instead of getting the humanoid like this you can do Player.Character or Player.CharacterAdded:Wait()
If player A and player B touched that part both player A and player B would have that script run separately
and then Character.Humanoid
Now you can always do a check to make sure what's touching it IS a player
but i think touched should be handle on the client
and you should fire an event
to the client that touched the part
brother, why'd you block me for no reason
💀
Guys I need a script, when someone is buying SlapHand gamepass, it gives him the object
Mine is working but you need to rejoin multiple times to have it in your inventory
I think I gotta do more troubleshooting cuz all sorts of issues are popping up but the script it working through the lines like nothing is wrong
are you cloning the object to the player and putting it in their backpack
How I would personally handle it (anyone can let me know if this is also bad practice)
local part = game.Workspace:WaitForChild("Part");
local Players = game:GetService("Players")
local Player = Players.LocalPlayer;
local Character = Player.Character or Player.CharacterAdded:Wait()
part.Touched:Connect(function(hit)
if not hit.Parent:IsDescendantOf(Character) then
print("Part touched is not the local player")
return
end
-- Do whatever you need now knowing it is the local player touching the part
end)
When someone is buying the gamepass, it doesnt give the slapHand instantly, he needs to rejoin multiple times even change server for it to work
This is only important mind you if you have other things that could possibly touch it. Especially other objects in the gamespace as the Touched event will even be triggered by say the baseplate touching the part
What do you mean it prints nothing? It should be the entire player object
UNLESS its not a LocalScript
attempt to index nil with 'LocalPlayer'
do it at the top of the script
Should that even matter?
js to test if it is working
Would LocalPlayer be nil in this context? Is it because the event could fire before LocalPlayer is indexed?
I mean I always recommend making a local Player = Players.LocalPlayer variable at the top anyway with all the other variables since its bad practice to keep doing Players.LocalPlayer.whatever
It's just weird cuz it runs through everything just fine you can see all the print statements in the output
but no actions are actually done
player's not being teleported the GUI is not enablwd
Any new errors?
No errors but I just realized it's still not printing players.localplayer under the GUI
ts looks weird
As me and blocklotuz has said, try putting Players.LocalPlayer into a variable right after local Players = game:GetService("Players") and use that variable in place of where you normally do Players.LocalPlayer
Question
If i was to make a UI to select saved characters (they can only be loaded by the server) and i wanted to store them in viewports. How should i do so?
My idea is to put the characters inside a folder in RepStorage under a folder with the user's id and use .ChildAdded connection but im wondering if this is the best or not
I suppose like Catalog Avatar Creator
No promises it will fix it, but I suspect Players.LocalPlayer just isn't available yet?
did you use
local character = client.Character or client.CharacterAdded:Wait()
Quite frankly they are doing it in a weird way for being in a LocalScript context
dont u have to seralize the character store it in data store then when the game loads player's datastore it makes the charactesr again then does the viewport thing
nope I finally got it, it was my own stupidity
well ive got the data store working fine. but im more so wondering how to get the character from the server onto the client
The module script was looking to see if a function was true about a players team, I was not on that tean hence the function never returned true
I highly recommend following what me and blacklotuz has said though. You have a lot of redundancy and areas to clean up
Either way glad you found the issue
i hate the obvious bugs hey
im not worried about cleanup, my goal about learning is getting it to function
Fair enough, but you are only learning bad habits
So long as you understand its a bad habit and know to fix it later then whatever ig
im sure i'll learn more as I progress
why not learn on this script then?
cuz im already trying to mix module scripts and local scripts and this is clearly being a bigger pain than I thought
Never used modules before im just learning from someone elses reference
Seems like you are just adopting the "I will fix it later and never end up fixing it" attitude
It appalls me people will implement something one way knowing they'd be better off doing it another just to say "Ah I will do it later"
nah I just dont like learning 15 different things cuz I'll end up forgetting most of it
The issue is, you are neglecting basics
but thats just basic organization
Which is what you want to learn
Not even basic organization
It shows a lack of understanding in basic programming
Using variables being one of em
He named 2 variables the same thing making use of the fact they are case sensitive to differentiate them, but also there's places he could use variables to get rid of repetition
he will understand later
guys if i wanna save stuff in a player inventory like the fruits in grow a garden, do i need to serialize the parts so the player can hold it

Whatever then, I think its bad idea to reinforce bad habits and shit early on but do you ig
how to make a function that declares all variables I need and then I can use them for other functions, guys?
What?
wdym
like get all IntValue from a player
depend if you are in client or serverside
I wanna make my code cleaner
I agree the names wasn't the smartest but they weren't the issue. that time I was just too lazy to come up with anything else
Wasn't saying it was the issue, but it did cause an issue
bro is not ready for lua heap
should I use table like
playerData[player.UserId]?
Nope im still in the basics
I would make a SetStatus script, you get the data and add them as value under a player, then you save the value as new data when the player leave
to reduce data store requests
ah alr ty
local trigger = workspace:WaitForChild("barrier")
local Players = game:GetService("Players")
local Teams = game:GetService("Teams")
local Player = Players.LocalPlayer
local Permissions = require(game.ReplicatedStorage:WaitForChild('Modules'):WaitForChild('Permissions'))
local debounce = false
trigger.Touched:Connect(function(plr)
local TPLayer = plr.Parent
if debounce == true then return end
debounce = true
local Humanoid = TPLayer:FindFirstChildOfClass("Humanoid")
if not Humanoid then return end
if not Permissions.Headquarters(Player) then return end
local root = TPLayer:FindFirstChild("HumanoidRootPart")
if not root then return end
TPLayer:PivotTo(root.CFrame * CFrame.new(0, 0, 15))
Humanoid.WalkSpeed = 0
Player.PlayerGui.WarningGUI.Enabled = true
for i = 5, 0, -1 do
Player.PlayerGui.WarningGUI.TextLabel.Text = "You passed the barrier and are on cooldown for "..i.." sec"
task.wait(1)
Humanoid.WalkSpeed = 16
end
Player.PlayerGui.WarningGUI.Enabled = false
debounce = false
end)``` Happy?
what are some common bad habits
not deffining variables, forget to disconect connections, too much data requests, repeating scripts instead of for _, loop
wait why are u setting debounce to true before it even checks if plr has humanoidrootpart
Nesting if statements, bad variable names or lack of variables all together. Redundant code, honestly there's a lot
it is the right way to do it
I also see people use a lot of magic numbers in code
oh i might strugle with the 2nd one but if i have connections inside player local script i dont havet o care right
I've seen my fair share of
data[0] = 0
data[1] = 0
data[2] = 0
data[3] = 0
but wont debounce be locked if something other than player or player with no hrp touiches it

you want to lock the action before running the function so the player cannot actvaite it while the function is running
is that just wrong because its confusing
If the Humanoid isn't found the first time sending 50 other requests ain't gonna find it
but if its locked in this case and it return ends before it gets to debounce = false then its never gonna set debounce to false
It's not that it's wrong, its still valid code, its just bad practice cause a for loop is better
oh
Anytime you find yourself needing to repeat something, for loop is the goto
you do function is activated > debounce is set to true > run the functions > wait cooldown > debounce = false
I mean personally I think either or would be fine no?
if anyone of these gets ran then debounce is forever stuck to true no?
unless u set debounce false somewhere else
Does it really matter if you do it immediately after a function call or after checking if its a person touching it?
Correct
It would be stuck true
ur supposed to put debounce after all the rreturn ends
well normally, you would add every condition at the top, before even doing the variables, and i would set debounce as the last condition yes
anyone know if it would be possible to have players sing along to music playing in game via voice chat while correcting for delays or is that impossible
Typically its a
local part = game.Workspace:WaitForChild("Part");
local Players = game:GetService("Players")
local Player = Players.LocalPlayer;
local Character = Player.Character or Player.CharacterAdded:Wait()
local debounce = true
part.Touched:Connect(function(hit)
if debounce then
debounce = false
if not hit.Parent:IsDescendantOf(Character) then
print("Part touched is not the local player")
return
end
print("part touched")
wait(5)
debounce = true
end
end)
It's how i do my debounces
who can debug a game
what are the struggles?
is it possible to scale a model using a script
everything just breaks at a certain extreme and some stuff now working dm and ill send u a copy and the problems\
model:ScaleTo()
thanks
cya
ok but what if part touched isnt local player, then debounce is stuck to false. then every time it gets touched again it will never trigger the if
Sorry I was making use of old code but typically you'd set it to true inside that if statement as well
Anything that relies on that code being ran must be reset back to its default
local part = game.Workspace:WaitForChild("Part");
local Players = game:GetService("Players")
local Player = Players.LocalPlayer;
local Character = Player.Character or Player.CharacterAdded:Wait()
local debounce = true
part.Touched:Connect(function(hit)
if debounce then
debounce = false
if not hit.Parent:IsDescendantOf(Character) then
print("Part touched is not the local player")
debounce = true
return
end
print("part touched")
wait(5)
debounce = true
end
end)
yeah, or i guess u can set debounce to false after the if statement
Could even add a wait() if you want to keep the "prolonged" aspect
indeed you could
You could do
local part = game.Workspace:WaitForChild("Part");
local Players = game:GetService("Players")
local Player = Players.LocalPlayer;
local Character = Player.Character or Player.CharacterAdded:Wait()
local debounce = true
part.Touched:Connect(function(hit)
if debounce then
debounce = false
if not hit.Parent:IsDescendantOf(Character) then
print("Part touched is not the local player")
return
end
print("part touched")
wait(5)
debounce = true
else
debounce = true
end
end)
``` If you wanted since *going based off this basic example* the `else` will only ever run if debounce is stuck on false
Which I assume is what you meant
local debounce = true
part.Touched:Connect(function(hit)
if debounce then
if not hit.Parent:IsDescendantOf(Character) then
print("Part touched is not the local player")
return
end
debounce = false
print("part touched")
wait(5)
debounce = true
end
end)
i meant this
Does anyone have experience with memory leaks ?
LinearVelocity is the best way to do a dash? i using him but the dash is get slow down when the player is grounded
ye
what happens if i do this?
@native?
yea
i literally cant try it
guys in my game, the npc is spawning in a random place in the map, the first npc spawns in the designated area, but the second npc after wait(3) spawns in a random place. Why?
no code?
what did i do wrong here (scripting for about 2days)
local Teams = game:GetService("Teams")
local Republic12 = script.Parent
if Teams.Republic then Republic12.CanCollide = false
if Teams.Jailed then Republic12.CanCollide = true
if Teams.Civilians then Republic12.CanCollide = true
if Teams.Hostiles then Republic12.CanCollide = true
if Teams.Choosing then Republic12.CanCollide = true
end
end
end
end
end ```
Just made a new police car
just made my first leaderstat script by myself
game.Players.PlayerAdded:Connect(function(player)
local stats = Instance.new("Folder")
stats.Name = "leaderstats"
stats.Parent = player
local coins = Instance.new("IntValue")
coins.Name = "Coins"
coins.Value = 0
coins.Parent = stats
end)
i believe you are trying something more like
local Teams = game:GetService("Teams")
local Republic12 = script.Parent
if Teams.Jailed or Teams.Civilians or Teams.Hostiles or Teams.Choosing then
Republic12.CanCollide = true
elseif Teams.Republic then
Republic12.CanCollide = false
end
simplify your code
if Teams.X or Teams.Y or Teams.Z then Republic12.CanCollide = true
you didnt exactly mention what part wasnt working 😭
peak
you mightve come across the word "deprecated" by this point
wait() is deprecated and task.wait() is what gets used now
whats not working-
thank you
thank you
it works
i just said that i needed help when i was actually making the script
can someone help me
with what
can you please dm me
i mean accept my dm please
can i dm u
yea
you should wrap that while true do loop in a task.spawn thread
help me this doesnt even output
you could try smthing like local Character = part:FindFirstAncestorWhichIsA("Model") because character can sometimes have accessories
i fixed already, it was after a while do loop 💀
yo guys
hi
hey guys if i want to make all players in a server dance do i have to fire a remote event and send them to all players or can i just do it on server side
remote event
theres like a bit of a problem ive done that but my players arent dancing ive used print statements to see if they work or not and the print does go through but the porblem is they dont dance
did u set a correct animation?
hello, what do i do to mitigate failed datastore save on the roblox end? should i make a loop for it to repeatedly request to setAsync?
can i get some advice on a game i made or a honest review, its incomplete
yes
dms!
Okay
my memory increases alot after 10 hr
where can i check what is causing it
what does your script look like
its a dev product and once the dev product is bought the server will fire a remote event then the remote connects to another where it will make the player dance what script do u want to see
can u send it to me in dms
what should i do with these doors
open them
i mean in the sense like
how should the be able to be opened
let that sink in
anyone intersted in helping me with my game idea ill give a percentage
Joe
?
joe ?
Joe mama
joe
so could you help me
No if you need a scripted go to #scripter-hirable
am poor XD
why is finding passionate scripters so hard bruv
ayo I didn't know we can write a whole expression here
break them
i really wouldnt recommend using Touched for hitboxes
we could make a slime rancher
why wait for someone to make it when we can 💯
Do you think that the workspace:GetPartsInBounds() is better?
yeah
but not great for moving hitboxes imo
Okay.
for moving hitboxes id just use a raycast
Same, I guess
or shapecast
I have lack of ideas
ik they arent as trust worthy but in my scenario its really fine
I can't think of something I want to do in Roblox Studio
and i fixed my issues already thanks tho
But I do want to do something
ight
I need ideas, damn
make game
about what
Uh... how exactly?
dm
are you paying?
guys i need help
local replicatedStorage = game:GetService("ReplicatedStorage")
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local fishToPlace = replicatedStorage:WaitForChild("Goldfish") -- the fish model
local placingFish = false
local function startPlacing()
print("Placement mode active")
placingFish = true
end
startPlacing()
for _, tile in pairs(workspace:WaitForChild("GridTiles"):GetChildren()) do
local clickDetector = tile:FindFirstChildOfClass("ClickDetector")
if clickDetector then
clickDetector.MouseClick:Connect(function()
if placingFish and not tile:FindFirstChild("Fish") then
local fishClone = fishToPlace:Clone()
fishClone.Name = "Fish"
fishClone:SetPrimaryPartCFrame(tile.CFrame + Vector3.new(0, 1, 0)) -- places fish on tile
fishClone.Parent = tile
placingFish = false
print("Fish placed on tile:", tile.Name)
else
warn("Tile already occupied or not in placement mode")
end
end)
end
end
is this good for placing
a fish in an aquarium
Hiring moderators that are very good and are serious payment is 5-20k (ain't promoting plus no where to hire) DM me fr 🫄
hey ✋ guys looking for developers ⚒️ for my new game you need to have atleast 5 months of expeariece i dont have funds right now so i can pay with percentage %
nah
💀
wym nah 😢
% is such a scam unless the game actually gets decent payouts
real
Nah
what if it blows up
what if 🤷🏻♀️
are there any long term scripters here?
then it's destroyed and doesn't work
payment and percentage is better
no ones gonna do it for just percentage
🤦🏻♂️
✌️
Then you suddenly have people you promised 30% of revenue
And your left with like 3%
yk this game called ninja did give 2% and 1% to there devs
i mean they make a lot of money but still the devs is the ones who made the game :epn
😔
imagine paying 10k$ for 1%
Making steal a meme right this second
how do i make an export type thats a folder with the tag "CustomFolder"?
Free money!!!
What???
Man I need sleep
already made one they're ez u just need money for advertising
wtf
Funding is so hard
i meant advertising
u need money for advertising once the game is released otherwise it gets no players like my game
Hiring moderators that are serious and are good payment is 5-20k (ain't promoting plus no where else to hire mods)DM me fr✌️🫄
yk what else is hard;)
can someone help me i made a script for players outfits but it turns their skin color black idfk why
If your game isn’t good you’ll get no players anyways
what a sick guy
A rock is also hard ??
i never said my game wasn't good
Your wallet?
what was u thinking
who are you to assume my game isn't good???
so is a stone
execute bitfracture NOW
someone that's rich
check dms
A stone is a rock
i need that robux!
a stone is big a rock is little stone
I wasn’t saying it was
I never played it
Ik but same material ✌️
"if ur game isn't good it won't get any players anyways" thats basically assuming it isn't
banned for harrassment
Rip
🤷🏻♀️ whatever
you could stop being aggressive and instead say there game is bad and tell them what to improve
Cr
Yeah, it was rude
Though I can’t lie, if your game is made mostly by either Ai or YouTube videos and didn’t bother to even learn it
Then ima just be rude
Since people actually put effort into their work
any scripter wanna work on a game whit me?
all profit will be split
and il pay for advertisment
Hire me fr
Dm
I’m serious
20k what robux per day?
per week
too good to be true
There's a lot of bad games which has a decent amount of players
real
Hello, why my getChildren() doesnt give me the Gate1? i dont know why
that 5k-20k range is a bit too huge mate
lua child support?
what is 5k-20k range mean?
Is it per chance falling into the void and in turn getting destroyed?
its anchored on my baseplate
It returns a table.
You can use a for loop to have access to each item
you didn't look at all the pictures
Use wait for child
already use it, still {}
Checking if there's any other folders called the same
i thought it because the folder doesnt exist when the getchildren
theres no..
do print workspace:Get descendants()
Oh it returns an empty table. Are you sure that Gate1 exists when calling GetChildren()?
yes they used waitforchild
okay, lemme use that
i already check it when the game runs, there i
Does the gate part fall into the void and die
that's a good point
its still appear {}
most likely reason
the gate part its anchored
i dont think its fall into void
Then it’s probably just not loaded yet
you should have two outputs, say both of them
they used waitforchild
i think so
Where
okay wait
after the image
^
How’s he doing a wait for child
Look in the explorer if the part is in the folder while in-game
oh no don't tell me it's because they don't know how to use it
its appear {}
Send the current code
Yes, red flag tho
Amazing
i donno how to sending without image
What? 😭
Wait for child on the folder doesn’t mean the children of the folder are loaded
Try to add a wait of a few secs to check
owww, my bad... dont know too
How much experience do you have
aightt
1 year+ but no way you said asking if there's pay is a red flag
Parts shouldn’t need waitForChild tho… Especially on the server…
it's client
Oh then yes ofc
iam on client script
what?
Who said it was server??
I didn’t know mb
i added it before waitforchild, and still appear {}
On what did you use waitForChild?
on the folder
As someone previously said, wait for the folder is not a guarantee
Add a task.wait of a few seconds
At the top of the script
How much time did you put in?
That’s why a loading system is goated
im tired of people crashing out because i do game.ServiceName on server
should i try while #gatesFolder:getchildren == 0?
it's literally the fucking same
Sure but for example game.Teams doesn’t always work
0.2
Add 2 seconds
okay
Perfect. Will you add a loading system in your game?
That would be the best
Waiting for everything to load.
i tried this, work, should i?
Doesn’t it work now?
but task.wait(2)....
Yeah but that’s the only option. Things on the server replicate to the client so it takes time. The best thing would be to add a loading system using ContentProvider. If you don’t want a loading system rn due to loading times, you need to stick to waits in your LocalScripts…
yo guys
do yall need somebody to make you something for free
i wanna work on some games for practice
OR you could use RemoteEvents from the server to the client but that depends heavily on the use case
owwww, i just found out that server need times to replicate to the client, thank youu
Make one for yourself. 
okaaayyy, thanksss
yup
np 😉
sick idea but i wanna hear other people's thoughts
and how to improve and such
so nah id decline
😀 o
Just make systems and then get feedback. Or create a game and ask feedback. It can also be simple yk
been doin that
i need sm1 to make a game wit fr Tower defense game or suggestions dm me
No
yooo
me
whatchu need
can we work on it together
tool shop
i gotchu
do i know you ? wdym am horrible
i can put you in a basplate cause people like destroyin mmy stufff
yeah
you can just copy the script
ig
wait actually
make a copy of your game
and send it to me
ill send it back with the shop added
wdym
send a duplicate file of the game
idk how i feel about that
okay so how do you want me to do it
i wont ruin anythin dw
i can code it to you
and tell you where to put the scripts
but itll take more time yk
ill put you into a basplate dm
I need scripters you will get 30% revenue and robux or PayPal payment depending on contribution please dm
Post in #scripter-hiring
You can pay for percentage
30 WHOLE PERCENT LET'S GO
want idea? make , steal a google account easy
how we feeling about this so far
steal a brainrot got competition
i have a full layout for sale
if u want it
nah im alr
What type of weld or thing would I use to follow the player but without copying the orientation
i am so bored
Im making a hitbox and I want a constant orientation
welding in hitbox
do you mean welding to hrp?
I just got the scripting role
how can i import an overhead ui
can anyone teach me how to make a plot system
guys how long did it take you to be pro at coding/modeling?
It's difficult to draw a line
Probably around a year to 1.5 years for coding
A few months for modelling
yeah i find it easy to model now i finally can model some stuff with my own without tutorials
the first 3 days I couldn't model a thing without a tutorial
but coding yeah thats true its hard ngl
I mean
It was on and off
So
Luau is very simple
You can master the basics in 1-2 weeks
i know most of the basics but not all like the best thing i can do is make the leaderstats
With or without datastore
Without
how to fix this
what is that 😭
@thorn arch its to compare performance to a single blockcast
to cover the same araea
all by yourself
right but why are you hard coding it
dont understnad wym
are things like AI interactions or scripting overall in a retail tycoon like game hard to do
not really
you dont have to type all those raycasts
you can use a loop
can use for loop
for i=1, totalRaycastExist, 1 do
-- your code
end
join in mine
c:
@fleet nebula if u wanna join my game or wanna learn more just dm me smth that willr emind me abt this
i can tell
Yo how long does it take to learn how to script I got a game idea but I have 0 ideas on how to script
depends
most people takes around 1 or 2 weeks to understand some basic I think
Is that enough to make a delivery game
depend on what the delivery game is like
If complex mechanic then not enough
It's a simple game really you js buy and deliver milk to customers
And I want to add a feature where the longer you take to deliver smth the less money you will earn
So like after reaching a certain time, if not delivery, will earn 0 cash around that or have least delivery money cap
Yh but it won't reach 0 immediately it will slowly go down as time passes
So it's simple like Grow a garden but it has a few more things that make it more complex
Simple to understand but not Simple enough to be called slop or have a reason to be hated on
should be like
example: the milk price is 100 and the price drop rate is 1, so it would takes 100 seconds before reaching 0 start from 100, 99, 98, . . .(but make it won't go below 0)
Something like that but im adding a timer before it starts to drop so let's say you have 3 mins before the price starts to slowly drop
you can store start time and when player delivers get the time taken and reduce it
just takes sometime
Aw dang it
wtf did i write
Vehicle is not easy to make tho
Oh well I have the whole summer to work on it
delivery customer and timer are much easier
i started like 6 days ago
and i can make a tool shop
with security
like remote functions
Alr yall have any tutorials I cld watch to learn the basics
BrawlDev
best tutorials
Bet
i am currently watching it and im learning so fast
watch the begineer when you finish
do the advanced
it teaches you ai and more of that too
Can anyone teach me how to code as I know the basics but have no clue how to code
i need a scripter
i can help you with some things im slightly more advanced or js advanced
Thank you
did you learn
bro istg math became so easy to me
it takes me 3 minutes to solve the question and 30 mins to write it

why
you want a scripter to make a map?
lol no
i alr got someone
so no worries
but thank you for responding
yall how do I make datastores that transfer information from an experience to a place?
uhh, you need to use the same datastore name and play key. like (for example "User_" .. player.UserId) (idk if im answering correctly to what you're questioning). All places must be in the same experience as well. And save data in 1 place with setasync, and load it in another with getasync
ok thx
cuz rlly im working on this game with a friend and I don't have any idea on what I'm doing
ima be real
lol, just practice every now and then and you'll get better over time
yo guys, im trying to figure out something that has to with ragdolls, if there is anyone who is seasoned with them PLS DM
would this anticheat work?
a local script in serverscriptservice with a script copying it to workspace constantly and deleting the previous one. the local script detects changes to playergui, health, hitboxes, speed and jump
it does that to avoid exploits bypassing by simply deleting anticheat local script
since this would work 100%, it would perm ip ban when detected
can an experienced dev tell me if this is possible
Ip ban is a bad idea
Can trigger for innocent players
exploiters would always try again, i can change the punishment. just would this work
nope, how. it’s a local script detecting if changes are made
Also the only ones you should care about here is movement
and gui changes
if they use dex explorer, they can discover fe bypasses for the game
Lag spikes can cause unnatural movement
Gui changes don't really matter
Dex is a different matter
all the anti cheat would do is check if the properties of speed or jump power is changed. not if the movement is suspicious
Then it wouldn't detect any speed hacks
every heatbeat:
- check if walkspeed not 16
- check if jumppower not 50
- check it local hitboxes are accurate
if true: - ip ban
Or flyhacks
local scripts do
any change made with exploits is local
so local scripts know
i know that for a fact
fly hack would be something else
That's pretty obvious
who can help me script shops for my roblox game?
just tell me if this would work
Speed hack doesn't use walkspeed either
it does
No
it changes the humanoid walkspeed??
Also for hitboxes
ok. but what i’m saying is would it work for the simple stuff
What simple stuff
walkspeed and jump power
No one uses that
infinite yield does. so if someone changes it with that
but just would the idea of replacing the local script constantly work?
No, they can delete it
Before it runs
yes but then the server script would copy it to local
Every time it's added
every heartbeat
It can still delete it before it runs
i would also make it so every second, it needs a response from a remote function
What needs a response
remote functions
yes
So you will invoke on client?
client events, i know it can be faked
Or on server?
yes
see if they deleted it
It can still be spoofed
local highlight = script.Parent.Parent.Highlight
highlight.Enabled = true
end)
script.Parent.PromptHidden:Connect(function()
local highlight = script.Parent.Parent.Highlight
highlight.Enabled = false
end)``` any reason this wont work?
I need help, i made this script but its not working at all. I then after sometime of trying to figure it out asked chatgpt and it just told me to ensure that ive one everything that i did (basically saying i did it right). It doesnt kick the player, thanks in advance
what wont work exactly
dont ask chat gpt shit but code its just gon spit some bs
"hiring", "no payment" </3
🥀
it doesnt hightlight
like it doesnt get turned enabled
why are they both listeners
ik but i literally dont know what to do atp. To me it looks completely right and i asked chatgpt to write the code and it literally made the exact same as mine
wdym
one of it have to fire
on the first script you have kicksent.actived:connect() and same for the second one
you need to call the function for it to work
i did
kickEvent:FireServer()
how do people handle vireportframes?
Do you make a camera whatever you call it in studio for each thing you wanna capture
or do you just script a camera
y all how would I make a serverside footstep sounds system?
listen
its remote event bro
where in the second one
not bindable
on the client script do kickevent:FireServer()
?????
not KickEvent.Activated:Connect()
the one on the right
i get that but where do you see "activated" in it?
ok ill try it
is the prompt hidden and shown
thats on the first one
yes
add a script with client context inside StarterCharacterScripts with the footstep sound system, make sure that when you want to call the character you do script.parent NOT localplayer.character
set the variable out of both function's scope first so you dont have to define it each time it runs
oh ty
what game is that tho
dev hub
It didnt work
Okay Hol on give me a second ill writ it for you rq
thank you for taking your time to help me :)
did you send the localplayer and target player with it?
add print statements in the code, to see what works and what doesnt
like print("Server:"..targetPlayer)
still doesnt owkr
weird, you sure there isnt any errors?
so the onserverevent:connect(function() isnt needed?
and on the server?
never for it was a local script
exact same
@runic kraken instead enabling and disabling an existing highlight, make it so when the prompt is shown it creates a new highlight and when its hidden it destroys that highlight
thats how i would do it
nop
when I tried that nothing happened
i did it before
ill try again
local highlight = nil
script.Parent.PromptShown:Connect(function()
highlight = Instance.new("Highlight")
highlight.Parent = script.Parent.Parent
end)
script.Parent.PromptHidden:Connect(function()
highlight:Destroy()
highlight = nil
end)
doesnt work for some reason
no errors
@everyone hiring scripters
instead of writing " local Hightlight = nil" just write " local highlight"
that will initialize the variable
nope
no you still need it
:kick can only be called on the server
you forgot the listener
can somebody help me with a code for my shops?
Yo I can help
sure
I can make u a animation if you want for free
i need help with my auras and donations
me?
wym
Yes
I can make for free
dms
Do yk why it won’t work
not yet am just reviewing the code i used for a similar effect
you could use the promptservice in a script in the starterplayerscript that's what i did
but if you do that its gonna work on every single prompt
so lmk if thats not what you're lookin for
dont mind the mutationdata and billboard variable btw i just ripped ts out of my own code lol
for the ui?
guys my game has a backdoor and some random guy gave himself admin. Does anyone know how i could find where theyre getting in?
ye it is thanks alot
good then that'll save you alot of work and performance instead of having scripts for each prompts in the game that listen for when its shown
thank god i aint got any other prompts then
yw
then it means that targetplayer is nil
I put my own name tho
hol on
before the variable put "print(PlrWhoSent,Targetplayer)"
for troubleshooting purposes
then show me the result
huh
like shouldnt this function only be called when i put a player name and press send
i see
then something else is firing the event because i just rechecked what i sent and i dont see any mistakes
lemme see if i made any mistakes
check your code and make sure there isnt any other kickEvent:FireServer()
You sure there is nothing that supposed to be in the kickEvent:FireServer()?
idk if this is something that might mess it up, but for some reason my server script is acting weird
remove those parenthesis
oki doki
it should be KickEvent.OnServerEvent(KickServer)
btw am i able to get kicked in roblox studio or do i need to publish and test in roblox?
also on the client its kickEvent:FireServer(KickName)
nah it should normally work on roblox studio am pretty sure
Ill try it
what is line 16
oh
am duumbb
i forgot :connect
oops
its KickEvent.OnServerEvent:Connect(KickServer)
how did i forget
I THINK IT WORKS
it should yeah
It like freezes my character in roblox studio, but i assume that means im getting kicked
ill try publish and test it
It works, tysm! 🔥
yw
trying to make papers please but for retroslop avatars
how should I handle the character creation
first idea was randomly generating one and then assigning slop points depending on the items it’s wearing
I’m concerned on how it’ll look
any alternatives?
can someone help me, im using tween+ and it sends my npc -340282346638528859811704183484516925440 studs away
^ another idea is just directly
getting avatars from people
but then how would I assign points
slow down or speed up the initial audio file and use it in slowed down or sped up version
so uh you can speed it up by 5 and use 0.2 speed in studio
anyone
thank u
💀
ik you store data
im learning
ok ok
but how would you use it to your benefit in your game
so you basically pack data in a suitcase
you can get tables length and stuff which is also usefull
and then refer to them whenever you want
@loud swallow why does my audio show 00:00 as the length
ye
what is the difference between arrays and dictionaries
for roblox its the same
so there is no differnence?
i think so
why would yt tutorials teach both?
those are just different types of table
I just had 42 grams of protein
so give me an example of why you would use arrays and why you would use dictionaries
arrays - indices and dictionary anything
mkay
yo im trying to make a script for when a player touches a part the word hello is print but it aint working
cld any1 help
replace line 8 with "if player ~= nil then"
or "if player then" if that doesnt confuse you
ok
GUYSSSS
I can help you
@cosmic spade
replace hit with touch
want me to make you a script
alr ima try it
i apreciate it but i want to learn it on my own
i can teach you
really? you mean for free?
yh i js started tdy
any scriptor wanna create a game togheter?
Gammer but the variable name is brick
what type game?
his code is a mess tbf
its just a cash grab game that is low quality simple and fun to play beceause otnother game has it and its been played a lot but i cant say all to much
ik
im trying to teach him
thats the limit on how far an part can be 😭 (Maybe try game:GetService("TweenService"):Create() instead
@cosmic spade delete everything we start from the begining
dm me
ok
start by typing your variable
example
local brick = game.workspace.touchpart
you put it?
@cosmic spade
yeah
it takes a while to open discord
local PartIsTouched = false
brick.touch:connection(function(otherpart)
Don’t listen to him
Do this
Any space between that and the variable
It will work
BROOOO
delete now 😡
LET HIM LEARN STEP BY STEP
Das not how you teach someone lol
i didnt know we were teaching
Alr
anyway you should instead just make the brick a variable and do
brick.Touched
bad for my scenario
Touched is an event so you add a connect
bruhh
Anyways yeah what next
brick.Touched:Connect
Show me what you did
bro stop
and a function
yes
and what made it function
brick.Touched:Connect(function(hit)
peak
use easy things
you add the hit in the parenthesis to name your function
(function(otherpart)
Give it a second
but keep in mind when the function ends you can no longer use the function
now if statements
you made a small mistake
what
brick.Touched:Connect(function(otherpart)
Alr
Did you put this ?
if PartIsTouched == false then
PartIsTouched = true
Yeah
now so that it doesn’t send a lot of messages
we will add
task.wait (1)
you can put any number you want
Alr done
print(“hello”)
Done
it works test it
@cosmic spade
Hmmm
it doesn’t work?
No
it works?
No
Gimme a sec to ss it
I am guessing that he wrote "touch" instead of " touched".
maybe
Touched*
