#code-discussion
1 messages · Page 141 of 1
you have the minimum validation on the client (for everything you need abt the visuals)
and you verify again everything on the sever but this time, with the anti-cheat
im saying you have to snap it on the client and check it on the server, right?
no
how
u cant snap it on the server because then it would apply no matter exploiter or not
how would u not snap it on the client?
yk what is a value?
ye
local pookie = Instance.new("Femboy")
pookie.Attitude = Enum.FemboyAttitude.Feisty
pookie.Height = Height.toFeetInches(157,5)
pookie.CustomPhysicalProperties.Jiggle = 1.07
pookie:Kiss(game.Players.LocalPlayer)
im thinking like this
k yk the replicated storage?
yes
it can be used from the client and the server
yes
ember lily in stock btw
not trolling
im in his server lol he just afking
i seriously thought ts was a joke we are so cooked
im here im here lol
aight so explain how doing it on the server works because at that point its not a exploit check its just a feature
kk lol
Wonderful
you can send info to the server
abt the mouse position (not snapped)
get it snapped for you
get it back in the client snapped
but the exploiter have no idea
i was about to say this earlier when i said wait.. nvm
the exploiter can see local scripts so they know whats being fired, infact they have remote spys that can see wahts being fired. if 2 events being fired on the shot keybind then they will just start validating the snapping by sending it to the server
THEN you wouldnt be able to change it
cuz the remote event is always the same
doing the math on the client would make the most sense but they can still see it, since its script is viewable
uhh well i don't know how it works on roblox studio, but there has to be a way to do mouse/angle snapping
every other engine has a way to do it
ye there is and thanks for the reccomendation but basically you cant let the server do the math for you
on studio you have to fire a remote function which the server listens to and sends the value back
bismalah brotha how do i get hired
wait
What did mohammed think
cant you use a module script on the server from the client?
you can use a module script from both sides yeah but the exploiter would see what the common factor is
infact it would be easier, since modules are accessable via code
if it was in a local script theyd probably have to manually check it and decode it and figure out where the math is
also in a module they could delete everything except for the snapping function
but set a value that you get from the module thats in the server
(im tryna find a way on roblox studio
)
i belive the best way to do it would be spreading the math out randomly between different functions that are already being called. doing it all in a local script, changing it every update
then ofc you would know what number to validate it on the server
you would have to offset all vfx randomly by a couple tenths of a stud too so they couldnt grab the position and just use that decimal point
since decimal points are so small they can slap them on any number as long as the knew just one of the verified ones
kato how would be the best way for me to start scripting
There's like, so many tutorials on the devforum, and on youtube.
Just a search away from infinite knowledge, read up!
ye but those are really hard to learn from im best with like getting taught a litttle by someone in vc then go do that so i have a understanding
Well there's always #tutors but I wouldn't recommend paying tutors, really a waste of money
Read, practice, repeat, is how you will learn, but you can't really bypass the reading part
Want to make something? Read on google, see how people do it, try it, fail, search again, try it again, until you get it
ok
check dms
we love failure here
@glass venture use the marketplace for hiring developers, more info in #marketplace-info
do people make seperate hitboxes for player heads for gun systems?
they just detect if the bullet (raycast) touched the players head
or projectile!
raycast touch human
if hit.paret is head then
heandsht
else
regular damage
well i went overboard i decided to add extra hitboxes like a heart hitbox and etc
anywho
since when does demoman from tf2 code in LUAU
.
Hey
I’ve never done a commission before I’ve just been focusing on learning and I would say Im just barely making it into an intermediate level scripter but I got dm about a small job should I take it?
whats the best place to go to look at an example code of a good datastore to learn from
@violet lark code discussion pls
Sure!
What language
Darn it
this is code discussion not help
i hate how UIS.PreferedInput doesn't work with the emulator
is there a way to save task.delay remaining time
What do you mean by "save remaining time"?
no just use os.clock() when task.delay is fired
then subtract the difference when u wanna save it
yup
essentially you cant through 'normal' means, since task.delay is fire and forget, it wont give you a remaining time. honestly better to have a timer module handy so you can always get and compare time and be able to delay things with it. or just do what this guy said cause thats easy, and easy is good.
you can look for timer modules on devforum/google and it would be way better than using task.delay and can be used for a bunch of things. just make sure to get the right one.
guys i need help
im starting to learn abt OOP and
how can i return humanoid from a method in a class?
why do you have self in the params
also cant you just do
local thing = CharacterServices.new(character)
thing.Humanoid
to get the humanoid
guys 1-10 how impressive to make a fully modular combat system with punching,dagger and sword no bugs
inside the GetHumanoid?
you can just do this
ohh
what do u mean by this?
ohh the thing is
it's gonna result me to a recursive require etc
which gives me error
nvm
i got it
actually
is there a way for me to return Humanoid from my constructor?
i kinda wanna have this modulescript only for character manipulation
why
if you return humanoid ur not returning the object
which means u cant call methods
You've created a method on the CharacterServices metatable, specifically on its __index table using ":". So Lua auto-passes self
can u guide me step by step?
i wanna learn OOP
When you use a colon instead of a dot ( : instead of .), its called as a method, and when you create a method, the first argument is automatically passed as self, kind of like how OnServerEvent, the player is automatically passed as the first argument, except you dont need to call this argument
function service:Method(secondArg)
self -- This is the first argument
secondArg -- this is the second argument
end
im bored what do I make
money.
I have no j*b
so should i use period instead of : all the time when creating functions?
for oop
if you use : then you dont need to write any args, it auto passes self
so you can remove self from the params and still use self inside like normal
By using a thing called your brain
: is like double dot
hey i lit said im starting out in OOP
thats why im asking nicely
The extra dot is the extra param or the self thingy
Get it?
Wait I'm dum
I'm bad at explaining
chicken:rice() = chicken.rice(self)
Yo
but like
whenever i do self, the value it gives me is nil
even tho i initialized inside .new
cause u gotta do some meta table stuff
i think
wdym
show the constructor
ascii shader
im trying to call :GetHumanoid from another modulescript so i can use the humanoid from that modulescript
you should be doing setmetatable inside you constructor - this is how I set an object up
local WeaponClientController: WeaponClientControllerImpl = {} :: WeaponClientControllerImpl
WeaponClientController.__index = WeaponClientController
function WeaponClientController.new(weaponModel, viewmodel): WeaponClientController
local self = setmetatable({}, WeaponClientController) :: WeaponClientController
self.Viewmodel = viewmodel
self.WeaponModel = weaponModel
viewmodel.Parent = workspace.CurrentCamera
return self
end
ignore the weird shit with the types
.
wthelly
local YourClass = require(pathToModuleScript)
local testObject = YourClass.new(param1, param2, param3)
print(testObject.Viewmodel)
ye
though I don't tend to access the members of instances directly a lot of the time
u can make in blender too
?
but its best for models as opposed to game
ts ah
wat algorithm
so ig the only way is to always instantiate with new?
well yeah, that's the entire point
if you're setting it up to be proper objects
blender made by an actual developer rather than a bunch of cs interns at roblox
ya
is it allowed to overload functions?
you can but it's ugly as shit
Yes. You can typecast your function using & for function overloading. --!strict local module = {} module.foo = function(a: any, b: any): () if typeof(a) ~= typeof(b) then error(invalid argument(s), 2) end -- code end :: ((a: string, b: string) -> ()) & ((a: number, b: number) -> ()) module.foo(1, 2) module.foo("a", "b") -- type erro...
same way that typed OOP is ugly
yeah cause of mobile

also it does use the gpu lol
cause theyre fwiggin but
cause they stupid
even worse when they want knit
or say u gotta have 5 years of experience
bruh im even having trouble setting up rojo only cos they want oop like
plus vs code like i can lit do it in roblox studio for code
like what's with all these setups
Welp I turned my roblox studio into an asset miner sorta
Jus ignore the error blud
Whts knit
😭
Framework
rojo and oop aren't connected like at all
rojo is so you can use vscode and having proper SCM
Rojo is a software, oop is an idea
yes
yes tuff means tofu
i was asking if the pfp was tofu
nexttime someone asks you what tuff means say that
I love to eat tuffs
Tuff
someone translate this foreign language
Not true
i use rojo for nvim
Why is he posting on TikTok, that's why he'd never learn
what even is he trynaa do😭😭
😫
Bro why is this making me dumb😭
-# work in silence
get the fuck away from me
why
how do u dven code tha
dw abt it
we all got our secrets
yk js an accurate ascii shader with working light n shi
nothing too serious
of couse though the more you zoom out the more pixelated it becomes
its honestly pretty smooth for what it is
working shadows
U se castarray?
It's definitely castArray
is that a bad thing?
Raycast*
Bloxfruits
is that a bad thing tho
Wdym?
idek bro
U made it in Roblox right
yeah ig so
What does that mean
dw abr it
CastArray() method
Bro what are you yapping abt
Literally
scroll up a bit
So it's raycast?
do u use parallel lua
Anyone here need anticheat for their game I made one that flags exploiters as soon as they inject stuff before they can even hook into remotes or mess with the game
Any help with this? I'm trying to make my ai able to open doors but there's 3 issues
-
The ai doesn't walk to the waypoint behind the door because it detects the door as a wall in the way.
-
It just isnt opening the door at all ;-;
i think this is more physics related
well the velocity part
tf dym by displacement
physics i think
just find some random guide on youtube about whatever phyusics related shit u need
it can also be a guide on unity or whatever engine or no engine
you just need the calculation aprt
i think it doesnt work because you wrote something wrong
hope this helped
How much
has UserInpuService and ContextActionService been replaced by InputContext etc.?
are we deadass rn
oh
mods get a hold of this guy✌️
i think
chatgpt ahh code
i used it to help cuz nobody else was helping ;-;
i wrote the foundation of it but I had to use it to see if it could help, and it didnt help at all so i just deleted what it made ;-;
its still got the comments and some random bits here and there cuz im just too lazy to delete them :/
what exactly u wanna achieve by goal 1 and 2
i want the ai to be able to walk through the doors and i want the ai to be able to activate the door opening animation
oh its ai i never did ai stuff
how are ppl making ai stuff inside of roblox
is it like an api or something like that
idk g
how many years until we can run a small llm inside of studio
What type of ai stuff?
Tbh I never played any AI game so I don't know
But these games that claim to use ai in the thumbnail, espeically for npcs
consider that lua is not optimized for large matrix operations nor anything you'd need for that
and that roblox has limited computing
they use ai apis like gpt or deepseek
AI thumbnails are just some image generation AI while with npcs they use ChatGPT
you have to pay for them tho
Guys isnt learing lua really easy
If you know HOW to learn yea
How do you learn it then?
How long does it take
I know much of the basics but do need help when coding from chat gpt
its really based on how attached you are to it
not sure of the average time to learn it
Ooh okay
is there some server or something where i can take small and easy commisions for low prices?
i can make games like this
physics is so hard to get right
are any of these good
like before a player leaves it checks the task.delay's remaining time before it can fire so i can save it
I hate parallel luau
try smartydevs
is for begineers but just dont let you get scammed, like usual
i didnt had chatgpt but it took me 2 years to learn lua because i never not only i bought my first pc at that time, but i was at elementary school.
btw, if you ask chatgot, devforums and watch basic tutorials it could take you much muc less
its probably stupid to ask for assumptions but does a game like block tales(turn based with real time elements) handle parrying on client side for performance, or would there be some checks to validate in case players try to cheat in the pit for example
hi
local function when(callback)
return typeof(callback)=="EnumItem" and {
pressed = function(,,_)
end
} or callback()
end
local function flag()
return {
clicked = function(set, _, score, conditional_callback)
score = set(score)
repeat wait() until conditional_callback(print,score)
end
}
end
local function set(value)
return value
end
local function change(value)
return value + 1
end
when(flag):clicked(
set,"score",0,
function(say,score)
if score > 50 then
say"im so cool"
end
end
)
when(Enum.KeyCode.Space):pressed(
change,"score",1
)
now laugh
wth
Let me guess
Grow a 'x'
And you want to save the time till it finishes growing
yea u just save tick - tick in the player data
os.clock for more accuracy
no
fym 'no'?
when a player clicks a button and fires to server (there is about 30 buttons) and each when each button clicked it will fire from 1 remote event only and i want to check if the player has the money to reduce etc... but the problem is if i put the price inside buttons as attribute client can play with it and exploit literally almost any way can be exploited any of u have any idea to make a secure button system?
he wants to make a grow offline based game, os.clock() doesnt work
Os.clock does work
u should save the money of the player in a server holder like leaderstats
He's saving the time that's already passed
yeah but lets say a player did click the button and i want to reduce the price from server
Which os clock is fine for
does any1 here code scripts for exploits or is that not allowed
the problem is when i fire to server how i will know which button he did click and he didn't exploit cuz they can fire any string they want so i can't use string
also attributes won't work
os.clock() doesnt work real time just think for a moment
You have a separate remote for each button right?
no
so u make 100 remote events for 100 buttons?
Do you want working code showing it works 😁
What game should I remake in Roblox to get more experience
Something complex but not that much
a simulator/clicker
No, that’s to easy
You can pass a button id then, just validate it
u dont need a seperate remote event for each one you can just numerate (example: event:FireServer(plr, button1)
bro show me 
Crazy sh-
why bro passing the player
cuz it will error
u mean the button1 as string or sending the UI object to server
you don't pass the player with fireserver
it automatically gets passed
the player who fired the remote
yeah u don't need to pass plr
ye as a string so u can define it in the server script, idk if u can use numbers though try
if u pass plr second parameter will be player too
^
strings can be manipulated from exploiters
other way around bud
u don't send player as the first parameter cuz it's already the first one
if ur passing from local to server u dont need to define player but from server to local u need
someone join, if they can talk https://discord.com/channels/211228845771063296/1138239812239888535
u can fireserver to local?
fireclient
then why did you do
:FireServer(player)
yeah i thought u meant fireserver
🤖
btw u have any idea for my question?
uh
Sorry, I am deaf
Check on the server if they have enough money wym
cuz ur passing from client to server
lets say u have 100 buttons right and u use 1 remote event and when they fire from a button how will u know which button will cost how much
pass the button name
Pass the buttons name
store cost in a module
yeah the only method i thought that will work
already did and can be exploited
return {
["CoolButton"] = 1000,
}
How?
they can play with the attributes xd
store values in a module
Yooo me and my friend are making a super cool simulator and we kinda need some help, he knows How to make everything just does not have time is anyone willing to work for a % in our game, you can even test it let me know dm me
It only displays at client
It doesn’t affect server
Script where task.delay is started
growing[ task.delay(growLength, growFunc, params))] = os.clock()
OnPlayerLeaving/OnGameClose
for thread, startTime in growing do
task.cancel(thread)
local passedTime = os.clock() - startTime
--save to datastore
end
@tardy badge
Check attribute at server, not al client
Sorry took a while, I'm on mobile
also yea
as long as you set attributes from server
I would just have the prices in a module
^
yes but i'm curious that
u will send as string which can be manipulated too and if u check a string and with enough tries they can exploit too right cuz u can't send UI objects directly to get attributes
u can send UI object directly to server?
Just validate the string
Just send its name
It doesn’t matter
yeah but how u will access it's string there
Wdym
So what?
u will deep dive to it's UI?
seriously just use a module it's the most simple way
Buttons name is a string
will need way too many prices to configure but if there is a easier way to make will go for that
.
Wdym
Attributes
.
yeah when u send it how u will access the attributes beside doing
player.playergui.... till u find the button
Module/Table is literally easier
U don't use attribute, use a table
in the server
Send the object that has the attribute
Save the prices in a table on the server instead
Check on server
local Prices = require()
if money >= Prices[buttonname] then
end
yes
Cannot send ui objects
Table with values on server is better
one of u said check strings there
Just do it
how?
@azure granite
I thought the buttons were parts
Just check if its in the table
If not then don't do anything
yeah i have a module for it already will use that way

Or kick the player for exploiting
I'm not sure why ur still considering attributes when a module is way easier to configure and find the button costs

Since remotes don't just spoof themselves
ngl i used a timer module
I mean, its gonna use more memory but not much
was just trying to learn if there was another way,
local Check = {
"Product1",
"Product2",
"Product3",
"Product4",
"Product5",
"Product6",
"Product7",
"Product8",
"Product9",
}
i already have a module like this
Its gonna connect to run service so
This is an array
where are the costs
Not that way
Product = { [1] } ?
Do a dictionary
yeah just as a example for my other things it's not for this buttons
Huh
will expand it ofc
local CoolTable = {}
CoolTable.Button1 = 100
He asked for an alternative xd
This way
Not the point
Yh this is a good way, easy to edit
:)
return {
["Button1"] = 100,
["Button2"] = 500,
}
I would do it like this
btw is it possible to get updates for growth percentages.
Like maybe every 10% i make the thing bigger
way more readable imo
but why word button : (
return {
[1] = 100
}
or jjust return {100}
"Button"..i
:)
task.delay(0.1*growthTime, growTenPercent)
Etc etc
how would i call the task delay again
Wdym
You just have multiple
You can use a loop if you want
but it will yield my function or something right
No
task.delay makes a new thread
It spawns a thread
just like task.spawn
threading is sooo cool
So it won't yield the current thread
nice scripts
Yh i make a rethreader for any project i use
so if i do
task.delay(0.1growthTime, growTenPercent)
task.delay(0.1growthTime, growTenPercent)
task.delay(0.1growthTime, growTenPercent)
task.delay(0.1growthTime, growTenPercent)
it wouldn't delay anything?
what do u guys think?
Nope
lmaoooo <3
growing[ task.delay(growLength, growFunc, params))] = os.clock()
btw what is params
Anything you might want to pass to the growFunc
had a mistake there cuz they can just not change the attribute of the product and change it's price cuz it's only checking for the attribute ID
wouldnt it be (growlength, growfunc(params) )
man discord deletes some of my coolest ones idk why
o i didnt even see the mistake
nice code tho peep this
No, you need to pass the function itself
If you clal the function
lmoooo
You will only get the returned value
Arrays are really cool
HERE
return {
init = function(self)
if self.client then
self.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All, false)
end
end,
tree = {
new = function(self,controller)
self.tree.recurse(self,self.interface.Tree)
end,
recurse = function(self,tbl,path,parent)
for i,v in tbl do
local _path = path and path.."/"..i or i
if tonumber(i) then
self.tree.recurse(self,v,_path,parent)
elseif v.ClassName then
self.class.new(self,v,_path,parent)
end
end
end,
},
class = {
new = function(self,packet,path,parent) warn(packet,path)
local class = self.class.get(self,path,packet.ClassName)
if class then
self.class.config(class,packet)
self.class.set(self,path,class,parent)
if packet[1] then
for i = 1,#packet do
self.tree.recurse(self,packet[i],path,class)
end
end
end
return class
end,
get = function(self,path,class_name)
local class = self.Builtin.cache.interface[path]
if not class then
local unique_type = self.interface.Classes[class_name]
if unique_type and unique_type.ClassName then
class = self.class.config(
Instance.new(unique_type.ClassName),
unique_type
)
else
class = Instance.new(class_name)
end
class.Name = class_name
if typeof(class)=="Instance" then
self.Builtin.cache.interface[path] = self.___bin:Add(class)
end
end
return class
end,
set = function(self,path,class,parent)
class.Parent = parent or self.client.PlayerGui
self.Builtin.cache.interface[path] = class
end,
config = function(class,config)
for property,value in config do
if not tonumber(property) then
if type(value)=="table" then
elseif not table.find({"ClassName"},property) and not table.find({"function"},type(value)) then
class[property] = property == "Image" and "rbxassetid://"..value or value
end
end
end
return class
end
},
}
wow
lOOOOOL
I think people don't appreciate them enough
u like?
oh :(
i read it b/w anyhow but
converts a ui tree config
into real working ui still incomplete but good enough to show
do u guys sometimes have error with this setCore?
Nice
so during updates we dont have to do much work in terms of code
u edit ur game via configs
check this out
I would use less nesting though
local Check = {
Product1 = {
Cost = 30,
MultiPower = 5,
}
something like this is good tbh what do u think
ye it deletes the good stuff
Works
check a pic
So hold on
This code makes it so
That you don't have to update references in scripts?
yesssssss thats part of it fs
When changing the tree structure in workspace
if i get wym
does anyone know a easy to use data store wrapper
oh
Crazy
ye its all in module
So you only have to change the pointers in the config module
how to put ad in this server pls tell any1
Don't you have to update the path if it changes?
theres global inheritence throughout the entire framework so
Don't you have to update in other aceipts
Can someone give me some ideas to make in studio
it takes on inheritence from the global runtime memory
Can you give an example snippet of another script getting an instance via this module?
Something complex but not that much
How complex
but ty for taking interest <3
Explain
Is easy but requires higher level of knowledge
Make a datastore that uses the features of profileservice everyone loves, but is your own datastore you can use in your own projects
Or remake any public library
learn the features people seek
Make a module that can create objects that act like bindable events
Imagine remaking Promise library and encorperating that into all you do, rather than needing the entire library for all your projects
Except you don't need to access them via game.blahblahblah.
is there any coder for cheap or %?
A lot of logic within these modules - not even the intended functionality - contains methods for everyday tasks we aim for but very well executed :P
I would say that's above a 7.5 out of 10
I disagree
They have a lot of comments, so it can seem confusing
but the comments do help, the scripts tend to be shorter than they seem
is it os.clock or os.time
Clock
i thought lcock was cpu
Well whenever comfortable, that's a great practice
It is
You can put on your resume that you have the knowledge people only borrow <3
You are saving how long it has grown, not the current time
So you don't need global time
Cpu time works, and is super accurate
True
I will have to take a look at profile service
And promises
Add Janitor to the list
Promise and Janitor is a duo
profile service is a good study material
You need janitor for garbage collecting custom classes right?
gc anything fr
I mean
yes you are correct
it can garbage collect anything, you can give it a table of nothing with a destructor to complete an action
Roblox garbage collects in most cases
is os.clock in microseconds tho
what unit does starttime must be
No
you have to do your own efforts to ensure it knows 100% to get rid of data
Seconds
its called weak references and strong refs ;p
this doesnt makes ense tho
thats the memory id of the thread
Makes perfect sense
what does 9961 mean
the right number
The cpu time when it started
right xd
In seconds
Yo, me and my friend are working on a game that’s not fully out yet — still adding stuff, but we’re testing it and tryna get feedback + ideas. If you wanna try it early and help shape it, lmk. Anyone can test it I just need some onest opinions
ohh ur subtracting two os clock times
i got a top secret method for testers
Yh
you befriend people and invite them to different games,
and then just invite to yours xd
"what do you think?"
yeah i thought start time was just seconds for some reason
get an honest reaction too
It is
It's the time when it started, in seconds
how its like some random ass number
It's not random
is it started since game?
It's the current cpu time
oh
so since u started ur pc
Yh
alr thanks
Or inside the actual game
How long the server's cpu has been running
(not the same as server time)
is it safe to save the times on player leave and shutdown
if im using profile store
grow a garden not free level code
Yh
Should be
like would it run before profile store?
btw im gonna add the times to profile store not a random datastore
need to go learn those server related api yourself 😭
ProfileStore is a good module so I'm sure it can handle that
what the skibidi
just follow the tutorial word 4 word it should set u straight
what tutorial
ur brain is like warmup for me
Follow the tutorial to avoid the warning?
If you are not using it, it may not be affecting you
Listen man idc what nobody say
My code correct until it broken
OnLastSave working until it don't
it doesnt mention it
ain't heard not a soul mention that ever in my life
I am saying the warning is RARE 🤣
you can use it fine if you set it up normal
I'm sure it's to warn crazy people
so is he just saying that for legal reasons
who make the datastore do 1mil sims
type shit
im using profilestore
The best part of computer science any field
is learning to find what you read ong
good luck
i need to use it
im on the docs for that function and the warning is there
:)
;-;
?
wanna see something cool
ok
if it sends
nah
it dont want me share no sauce fr
here a bunch of stuffs
its like a closet of brooms
return {
strict = true,
uptime = workspace:GetServerTimeNow(),
random = Random.new(workspace:GetServerTimeNow()),
empty = {},
cache = {
animations = {},
characters = {},
interface = {},
network = {},
signals = {},
bots = {}
},
init = function(self)
game:BindToClose(function()
if self and self.___bin then
self.___bin:Destroy()
self.___bin = nil
end
end)
end,
gc = function(self)
if self._gc then
self._gc:Destroy()
end
setmetatable(self,nil)
table.clear(self)
end,
WaitForChild = function(self,Index,Decay)
local Script = typeof(self)=="Instance" and self or getfenv("2").script
local Child = Script:FindFirstChild(Index)
if Child then
return Child
end
local Signal,thread = Instance.new("BindableEvent")
if Decay then
thread = task.delay(Decay,function()
thread = nil
if Signal then
Signal:Fire()
end
end)
end
local Connections = {
Script.ChildAdded:Connect(function(newChild)
if newChild.Name == Index and Signal then
Signal:Fire()
end
end),
}
Signal.Event:Wait()
for _,Connection in Connections or {} do
Connection:Disconnect()
end
table.clear(Connections or {})
if thread then
task.cancel(thread)
end
if Signal then
Signal:Destroy()
end
Connections = nil
Signal = nil
thread = nil
end,
metaobject = function(self,object)
return {
__index = function(_self,index)
if rawget(_self,"index_blacklist") and table.find(rawget(_self,"index_blacklist"),index) then
return self[index]
end
local success,property = pcall(function()
return object[index]
end)
return success and property or self[index]
end,
__newindex = function(t,index,value)
local success,_ = pcall(function()
object[index] = value
end)
if not success then
rawset(t, index, value)
end
end,
}
end
}
i wish i used em but i dont rn
some
ok I don’t know whats going on is ur point to just use onlastsave abd ignore warning
ohh so ur saying u dont know
yeah but id rather have an expert tell me rather than me having to bear the consequences
of it failing
LMAO
imagine bro
no experts exist for backends bro
we the experts rn
u the expert rn
its best u use it
and break it, and move on
is there somewhere or a server where i can do small and easy commisions? as practice or for robux
yea Roblox developers will work out to start
I am also looking for that
weak rage bait
ill start to make a game will i lose much if i wont use ui framework?
what does this do
elaborate
I've been learning react-lua and saw that it's really effective long term and it's hooks like useState useEffect etc. is really effective and clean
but it's damn time wasting
I'm just not sure if it's possible to make a long term effective game with classic gui programming since im the only developer for the project
I honestly think roblox's built in ui system works pretty good; I don't have experience with other frameworks though so I couldn't tell you
you can make a lot of stuff with just what's given
yeah I really do think roblox built in good already
btw if you're experienced with gui development, are y'all apply ui constraint to offset ui or scale ui?
scale
always use scale since it works on every resolution
does offset works? I have to work with offset for some weird reason
yeah but i'll apply ui constraint
oh whoops yeah lol
the ratio on constraints is offset
you can just keep the ui's size on scale
and get its offset size
and apply the ratio
ill send over a formula for scale to offset
i have a plugin that automaticly does that i think i have
auto-adding constraints or what?
yeah that will add the constraints you need
if you wanna do it yourself in a script, use offset ratio
np
validate it on server
shocker
yo can anyone understand how this works?
its block face culling algorithim for chunks that use a flatArray/Bufffer to store block ids
how do i make a code where it spawns a 50 50 glass pates like a random pattern if you step on the wrong one you fall like squid games
its a chunk loading system
like minecrafts'
yes but the way it does neighbour checks is pretty intresting
like how it does block face culling cross chunks
yo why when i click on the part it does not show me buy the game pass ? code is correct no ?
use chatgpt for that
or something
any ai that is good with coding almost
yo, how do i change the new roblox death sound to the OOF one
i had a problem like that except you said a gamepass but you are doing something else you are using PROMPTPRODUCTPURCHASE but gamepasses use PromptGamePassPurchase(got it from chat gpt but it is right)
how do i make a part from replicated storage that will be cloned so it doesnt collide with PLAYERS but COLLIDE WITH PARTS
check
pls help
mmmmmmmmmmm
mmmmmmmmm is crazy
i can do it
throw that question on gpt he will tell u XD
k ty
fr
but its alr
i did that not a very long time ago
he doesnt he sais turn cancollide off but that makes so it deosnt collide at all
oh wow
explain it in detail prompt him and he will figure it out usally he is dumb
Collision groups
too lazay
how to do?
i am dm you
k
its a pretty big code
Model -> Collision Groups and you get a table to add in different collision groups. In the part's properties you can set the collision group that you've added in on that table by its name
ok so im working on a parkour type movement system and i started today
rn I have sliding, wallrunning and vaulting which isnt fully completed yet so i didnt include that in the showcase
I need feedback + whaddya think
also the camera movement is very smooth and stuff
i spent hours on that
no theyre actually ass
have you heard of collision groups
ye
damn someone already responded
ive solved rn
i was too late
how dare you
i figured out to archive roblox ids i built smt to help cache every model
ah...
i also had to figure out to disable most of roblox stuff to get as much performance as possible, even the camera sorta
soon i will include metadata on every id to even better archive
how do i convert my chassis i made into each vehicle?
wdym
is it your code
well its a "A-chassis" template and i added onto it with my own code
i mean explain what your trying to do
like take a "A-Chassis" i made and put it on other vehicles
i dont know what a-chassis is i make my own vehicle code
should i make a module script even if its only gonna have 1 function that needs to be used by multiple scripts
well i make my own for it same thing
depends are you using alot but usely no.
A-chassis tune mb
As i said i make my own modules i dont know what A-chassis tune, but you can show me your code and i can try helping
Functions and data any object can inherit
I.e. gc is a shared destructor for objects
Cleans up everything so i dont repeat
The opposite
An module is meant to help aid code so if its useful and you don't wanna rewrite bunch time then yes
true
It’s part of a larger oop fw so this allowed me to never make a destroy function for all
It’s just easy access shared data
nvm i got it to work, thank you tho i really appreciate it
When you're wallrunning it looks kinda... uh too high? But I guess it's because of the wall being too lowered and not the system itself.
Also when you're sliding it is a little bit bouncy. But overall looks like a pretty nice and smooth system for being made in only one day.
yeah someone else told me that sliding is a bit bouncy, noticed that this happens on ramps mostly. working on a fix for this rn
also ill look into the too high part, ty
are you a rock? why is the sounds that lol
its a placeholder sfx and i took the sfx from ultrakill (peak game btw)
ah ok (its petty peak i played for lil)
Decided to finally learn lua and bare through it and it’s going great so far
meeee
dms
Okie
Do not hire in chat, please read #marketplace-info @cyan niche
vaulting done (almost)
thoughts
Bro
I made a Vaulting system
It's so shit
How did you make yours?
guys wasnt there alwas like a channel called "ideas" ?? ? **
What's the best way I can go about recreating the aerodynamics of a frisbee?
any other beginner in coding wanna train skills together by making small games?
can someone give me an exemple of when raycast can be useful
Not always
It was temporary
People misused it so it was deleted
I can help u learn maybe
No
aww
so guys i was making this isometric occlusion camera and i noticed the transition isnt very smooth, whats the logic to making this smooth like maybe im missing knowledge or something
How beginner are u @tulip flint
Tween maybe?
is studio working? can't connect to any of project
i can try that
hey there is a difference that helped, i can do something more with that

Wait
You could use multiple raycasts to make multiple parts transparent
Cuz when you were under stairs u could barely see char
ooo yeah its not using multiple raycasts
Maybe during raycast id spawn a part at hit and make every touching part transparent too
This is easier
let me try something
thnx bro
maybe i can just
do a box sweep instead?
i thought about it
Hmm maybe
like a box query
instead of a single ray im using
lemme try it
or multiple rays to body parts
yeah
Actually?
Do you know how to get parts to appear in workspace folder
.
blockcast or shapecast
could be more optimized
forgot what its called
you mean inside vs code?
i dont think you can do that
on rojo?
argon
you could always just ask on the devforum post
How is it better than rojo?
Bro why would you respond if you don't use it wtf
I've gone through the devforum post and checked each one I haven't managed to fix it
If it's like rojo, you probably can use models to make the object directly in your workspace
lemme look it up
Argon has roblox to vscode
yeah
Which works for scripts
Oh thats fire
And usually works for non scripts
Ain't there a property like rojo, that ignores unknown instance?
But it's not working right now
And I can't figure out why
Do I need any other extensions?
In order to get it working
Honestly I don't, tried to give you hint to get to do what you're doing but I never used argon neither
Does rojo need other extensions?
Can u sell it to me rq, know if I try the switch
I can't sell it cause I can't get it fucking running
For roblox to vs code? rojo doesn't support it
you need an external tool
No but for
not an extension
Non script objects
you can make it on vs code yea, but you can't import anything
When did argon release?
@digital canopy loook
Better now
it kind of works but also need more control
it seems to be making the stairs n stuff transparent hahaha
No miss