#code-discussion

1 messages Β· Page 146 of 1

proud kite
#

They look different from the studio when I go in the actual game

somber vault
#

I think Ik why

proud kite
#

I will dm you

somber vault
#

Alr

scarlet light
#

I need the best scripter in the world I have a question

tired violet
#

you have better luck getting an answer from god

fair copper
#

yooooooooooo i fixed it guys

tired stag
#

what hotbar

#

am i the only one who is not seeing a hotbar

pseudo egret
#

Can anyone tell me what this means? (red line)

cold heron
#

hey so im trying to make a command line tool just for myself to bulk upload assets using the roblox api. I want to use oauth2 for the increased rate limit. Has anyone else tried to do oauth for a command line / local tool? I know that they require a ssl cert for the redirect link so i don't think i can redirect to a local web server on the device or etc. any help would be appreciated. I could just make a quick website to allow for this but feels overkill just for my usage. Im basically selecting a subset of images automatically out like a list of 10k and want to upload those to studio.

fallow gulch
pseudo egret
#

I hadn't seen it, I deleted it and I found the problem but thanks anyway

peak abyss
#

lf someone to make a game with

round loom
tired stag
#

what the

#

i had a similar problem and i had to redo my whole framework

#

almost

round loom
#

its annoying now

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and i cant afford a scripter

tired stag
#

alr

#

can you add me to your script

#

i mean experience so yes or no

#

I
meant

#

and its so clean too

round loom
#

wym

tired stag
#

like share your experience with me i am try to fix it

round loom
#

ok how do i do that

tired stag
#

add me first

#

DIVERDOWN_jojostand

#

i have a blackAvatar

#

blackavatar

#

and i meant

#

DIVER_DOWNJojostand

round loom
#

how do i now ur not gonna do anythin

#

like do a malware scri[t

#

script

tired stag
#

bro i am just tryna help

round loom
#

alr

tired stag
#

you can go on a call with me i am show you that i helped people

round loom
#

its ok

tired stag
#

and the only thing i am going to do bad is like learn from your script

round loom
#

it says user not found

#

add me Mraj_44

tired stag
#

alr

#

this is weird

#

OHHH

round loom
#

what?

tired stag
#

it was stand jojo

round loom
#

oh

#

so whats the username

tired stag
#

alr i added you

#

alr accept it

round loom
#

ok how do i add u to my game

#

i did

#

i saved a backup of my game just incase btw

rugged island
#

tied to a connection manager

#

i dont think i care tho

shut karma
#

thanks bro

half cypress
#

Hello code monkeys. Let's team up for Jandel's 35k USD game jam

teal yacht
#

Does someone know how to verify(by script) if a server was migrated?

iron oasis
#

i guess people making enemy AI with guns dont use raycast they just have a chance to automatically damage the enemy they are facing? to save resources because its server sided ai? but then how do they do the bullet hole vfx wouldnt they have to raycast anyways..?

rich gust
#

Use TeleportService:TeleportAsync(placeId, players, teleportData)
Send {migrated = true} in the teleportData
Detect it on the new server using TeleportService:GetLocalPlayerTeleportData()

iron oasis
rich gust
#

just use scripting

#

own knowledge

#

Only raycast for VFX if a player is near enough to see the action

iron oasis
#

ight

radiant cedar
#

why cant i change the walk animation gangπŸ’”

#

how do i actually

tender carbon
#

how would yall make a vfx spin around the player for a skill lets say

#

what would u use

rich gust
rich gust
#

Use a simple loop with RunService.RenderStepped or TweenService to orbit it

#

u can add to it also

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if ever needed

vivid abyss
#

@rich gust how long have u been scripting for?

tender carbon
#

a template?

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i need it for sumn

rich gust
#

u want js a script to help you?

#

or what???

bronze bane
#

@rich gust Please stop showing toxicity. These people are new

rich gust
#

thank you, mind your own buisness, showed nothing and i have a good reputation in discord in general, never been mean UNLESS they have started it first… i take things professional. thanks. Thumbsup

bronze bane
#

Just giving a warning

rich gust
bronze bane
#

It's never okay to throw a punch

rich gust
scenic lily
#

yall how we can import roblox user avatar headshot to discord embed?

rich gust
scenic lily
rich gust
real zealot
#

i have a question

#

do rarities work by doing math.random and a specific rarity being within a set of numbers, so out of 100, 50 of that being common, 40 of that being epic, and 10 of that being legendaries

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as an example

eternal kindle
#

Is it better using an a* pathfinding than roblox pathfinding? roblox pathfinding gives so many problems

tired stag
#

local RaritySystem = {}

RaritySystem.Rarities = {
{Name = "Common", Chance = 99},
{Name = "Uncommon", Chance = 0},
{Name = "Rare", Chance = 0},
{Name = "Epic", Chance = 0},
{Name = "Legendary", Chance = 1}
}

function RaritySystem:GetRandomRarity()
local totalWeight = 0
for _, rarity in pairs(self.Rarities) do
totalWeight += rarity.Chance
end

local roll = math.random(1, totalWeight)
local sum = 0

for _, rarity in pairs(self.Rarities) do
    sum += rarity.Chance
    if roll <= sum then
        return rarity.Name
    end
end

end

return RaritySystem
here is a module you can learn from

tired stag
#

unless i dont understand something

radiant cedar
#

i swear they changed the way to add new walk animation

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it is not working

ember quiver
#

quick question

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when i asked about learning how to code

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people said "watch tutorials on youtube or smth like that"

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now i did, but what these gave me is only basics, i still cant make a script

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and when i try to learn how to make smth specific all the videos are "DOWNLOAD THIS MODEL"

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so where do i go to learn actually making the script

radiant cedar
#

you go to my tiktok

#

@ember quiver my tiktok has many advanced scripting tutorials

fringe whale
# ember quiver quick question

you cant keep following tutorials, code a project that matches your skill level and actually reason your way through it

#

the only way u get better at ts is if u get uncomfortable

fossil jolt
#

An animator makes animations automatically replicate across clients right?

#

As long as it’s in the humanoid

daring bloom
#

yo im a 14 y/o builder and im looking for a scripter to just kinda be my partner u dont have to be really good u can be mid or kinda new and if we make a game that blows up u can get 75 % of the revenue hmu if u wanna talk

fossil bone
#

yes i ddint see humanoid part 😭

wraith cairn
#

i literally studied programming by my own and now i work on myself earning 5k$ a month

fossil bone
wraith cairn
#

its not about that I work on someone its about that I have creative ideas and then i turn them real

wraith cairn
fossil bone
#

awesome

wraith cairn
#

currently applying on company

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i mean they want me to apply

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they called me

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they are giving me 2k$ a month and in my country 2k$ a month is like 10k$ a month

fossil bone
#

wow i mean if the jobs good go for it

wraith cairn
#

yea full stack developer with mild knowledge of some languages where i am advanced

#

they want intermediate html dev while i am advanced

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i have learnt everything by myself without any tutors mentors or anyone

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its about if you like somthing you will do it no matter what

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@fossil bone

fringe whale
#

bro js said "advanced html dev"

fossil bone
#

well you motivatd me to keep coding lol

real zealot
#

i have a question about displaying percentages

fringe whale
#

html is not advanced bro 😭

wraith cairn
real zealot
#

is it allowed to display the percentage of getting a specific rarity, then disdplay the percentage of getting that item under the percentage of rarity?

fossil bone
fringe whale
wraith cairn
#

it is not required to say "i know vite react tailwind" and shit

fossil bone
real zealot
real zealot
#

its in their rules to display percentages / odds for getting items in a luck based situation (from what i've seen)

fossil bone
#

well as long as your honest your golden i guess

real zealot
#

that's the thing

#

i'm unsure

wraith cairn
#

i dont even understand ur question

real zealot
# wraith cairn dont get me wrong

let's say there's a 10% chance of getting a legendary odd, then it rolls inside of that odd for a specific weapon in that rarity caregory

wraith cairn
#

OOOOOOOH

#

i get it yea

real zealot
#

so you buy crate > roll for odds of rarity> then it rolls for the specific weapon

wraith cairn
#

yea so lets say theres odd for getting legendary sword then theres odd for getting leg axe spear or anything else right

fossil bone
#

so its a rare case rolling for a weapon not a weapon with a rare roll on it?

wraith cairn
real zealot
#

it has like a 10% chance for legendary, 30% for epic, and 60% for common rarity for example

fringe whale
#

like what bro

real zealot
#

after rolling for rarities, you roll for weapon

wraith cairn
fossil bone
#

i dont know about you if youve played all star tower defense x they have literal slots in their game i think cases are soo hard to get punished on every game atp has a case system murder mystery for example

real zealot
#

im just doing this rarity system because the game i'm making has over 70 weapons

wraith cairn
#
local lootTable = { 
    Common = {
        chance = 50,
        items = {"Rusty Sword", "Old Bow", "Wooden Staff"}
    },
    Rare = {
        chance = 40,
        items = {"Silver Sword", "Magic Wand", "Iron Spear"}
    },
    Legendary = {
        chance = 10,
        items = {"Dragon Axe", "Phantom Spear", "Blade of Light"}
    }
}

local function getRarity()
    local roll = math.random(1, 100)
    local cumulative = 0
    for rarity, data in pairs(lootTable) do
        cumulative += data.chance
        if roll <= cumulative then
            return rarity
        end
    end
end

local function getItemFromRarity(rarity)
    local items = lootTable[rarity].items
    return items[math.random(1, #items)]
end

local function rollLoot()
    local rarity = getRarity()
    local item = getItemFromRarity(rarity)
    print("You got a [" .. rarity .. "] item: " .. item)
end

rollLoot()
real zealot
#

so i have to split it up, or just put 5-0.01% on each weapon

real zealot
wraith cairn
#

its like a math basically

fossil bone
real zealot
#

its just i'm asking if it's allowed

wraith cairn
real zealot
#

idk

wraith cairn
#

there's NO regulations

#

on buyin gamepass

fossil bone
#

roblox opened the doors to child gambling fr

wraith cairn
#

only regulation is when pop up screen shows up are you sure to buy it

real zealot
#

oh

wraith cairn
#

after you click yes doenst matter

real zealot
#

i thought it was a set in place as a rule as due to some countries

wraith cairn
#

nop

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theres no rules or anythin

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theres even no refunds on gamepasses

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or anything like that

real zealot
#

i'm probably just gonna split up the weapons throughout multiple cases then

wraith cairn
#

after you are sure to buy it then there's no return

real zealot
#

just to avoid the headache

wraith cairn
#

get a common rare leg create

#

crate*

real zealot
#

yea

fossil bone
fossil bone
#

hey thats prob a large playerbase 🀣

wraith cairn
#

who cares its turkey

real zealot
fossil bone
#

damn bro i could be from turkey from all you know

#

😦

real zealot
#

it is in the tos

fossil bone
# real zealot

okay brother and are you going to let uers know the odd of acquiring eat item? yes okay πŸ‘

wraith cairn
# real zealot

just make a question markk on buying gui and if you haver it says odds?

fossil bone
#

js hop in ltireally any roblox game and see how they d oit

real zealot
wraith cairn
#

It doesn't say about use of odds, so technically you can make crate 499$ for instance and then place a marker on hovering GUI saying Leg Sword odds ( sword quantity divided by 100% )

fossil bone
wraith cairn
cinder basalt
#

i just like saying chatgpt ahh

wraith cairn
cinder basalt
#

but either way i cant believe people still ask for code which chatgpt generates first try

cinder basalt
wraith cairn
#

says thati always use chatgpt but only thing is

#

when you use chatgpt atleast understand the code it gives you

cinder basalt
#

😎 πŸ‘‰

gentle stag
#

Battery smooth brain people

ember quiver
#

its not even a hard project, its a tower of hell replica but a bit larger and with abilities

ember quiver
astral escarp
#

heres the code if someone wants it

fossil bone
#

hardcoding that is aweseome tho

astral escarp
#

i get your point tho

astral escarp
#

the UI is jut a temp design to make sure the system is working

raven marsh
#

a

trim cobalt
#

oops wrong chnale

smoky dagger
#

dragging took forever to code

indigo mulch
#

I'm going to start a small and pretty simple roblox game. However I was wondering what's the best way to structure my scripts and stuff. Like what's the best way to keep my code organized? (Module scripts, folders, etc). Should I be using a lot of module scripts? lmk please !hypeParrot

civic garnet
#

id have systems as their own modules

#

and folders are good for organization yes

indigo mulch
#

For data saving, I think devs use pre-made data saving modules and stuff. Should I do something like that?

indigo mulch
smoky dagger
#

lol i was aboaut to type profilestore

indigo mulch
#

alright thank you so much

#

been really helpful

real crown
#

Sup kiddos

indigo mulch
#

do you guys also have any recomendations for youtubers who teach roblox scripting pretty well? like i know the basics but i want to refine my skills a bit more and learn more

astral escarp
#

profile store is the goat

astral escarp
#

dragging part was hard i agree

astral escarp
uneven jolt
#

Did anyone elses goodsignal just... stop working today?

#

oh wait no something else broke

#

what the hell

astral escarp
#

NOW its the best recode 😭

#

also added search bar

steel sigil
#

Is it possible to create 4 separate cabin rooms in one server, where each player can only hear the voice when they are in the same cabin?

lost yoke
#

probably

steel sigil
lost yoke
#

what exactly r u trying to do

#

u want to make a player hear a sound but the same sound if theyre in the same room?

steel sigil
#

What I see is that for someone who wants to create a private room like this, they create a room on the same server but in a far away place / teleport in that place

lost yoke
#

yeah thats like

#

super easy?

#

theres a million ways to do it

#

u can have the sound play locally and use areas to track it

#

u can just put a sound block in the room and have it trail off b4 the other rooms

frigid ridge
#

bald

frigid ridge
steel sigil
#

example u can see there is 4 room / cabin in this picture , I want the voices of people inside the cabin to not be heard by people outside the zone I circled.

steel sigil
frigid ridge
#

I'm pretty sure that isn't possible

#

what

steel sigil
frigid ridge
#

ok so I do think there's a solution

frigid ridge
#

so the new api let's you set the distance of the voice chat

lost yoke
#

oh ur talking abt vc sounds

#

yeah idk i havent worked with vc at all

frigid ridge
#

you can customise that accordingly to fit in that room

near grove
#

how do i make it where my vip gives u stuff? anyone know

rich gust
#

night

grand prairie
#

is there anyone whose mildly good at scripting who might be able to help me out with something

fair copper
grand prairie
fair copper
#

clean anims n binary communication stuff wohooo

grand prairie
#

good job !!

fair copper
#

yessirr

#

time to tune my parameters ngl

grand prairie
#

do you think you could help me with something small whenever youre done

fair copper
#

what is it

grand prairie
#

im trying to make a script that spawns a seat, and its like anchored to you so if you walk and bump into someone with the part then they sit on it and move around with the seat.

#

i got the seat to spawn, but the player is unable to sit on it and its really screwing with me and i dont know what im doing wrong

fair copper
#

show me ur heirarchy

#

scripts n objects whatever ur using

grand prairie
#

so its put in starterplayerscripts and the seat spawns in the workspace but is anchored to me. its not grouped with my player

fair copper
#

ah so its just 1 script?

grand prairie
#

when it spawns

grand prairie
fair copper
gusty heron
#

Does anyone know why the table is always empty despite waiting for the script that populates the items to fire its completion event if the table is empty at first? local AllItemBoosters = RequestItemStock:InvokeServer("Luck Boosters"); if AllItemBoosters == {} then AllItemBoosters = BoostersLoaded.OnClientEvent:Wait(); end; print("All Boosters: ", AllItemBoosters, #AllItemBoosters); for keyName : string, boosterStock : Booster in AllItemBoosters do --print(boosterStock) CreateItemEntry(keyName,boosterStock); end

fair copper
#

whats the state of ur seat's anchor

#

if its set to true players cant sit on it through ordinary means because roblox treats that as static

#

what happens when u try to sit?

grand prairie
#

oh

fair copper
grand prairie
#

its true i think hold on

#

no its not anchored

grand prairie
fair copper
#

but the 2nd one only for dictonaries ig

#

and uhh

nova yarrow
#

Vibe code everyday

fair copper
#

when u do if AllItemBoosters == {} then
it never meets the line
BoostersLoaded.OnClientEvent:Wait()

#

so ur script doesnt work

nova yarrow
fair copper
#

yeah

grand prairie
# grand prairie well when i walk over to someone with this part then it just touches them and no...
local player = Players.LocalPlayer
local playerGui = player:WaitForChild("PlayerGui")

-- UI
local screenGui = Instance.new("ScreenGui")
screenGui.Name = "SimpleButtonGui"
screenGui.ResetOnSpawn = false
screenGui.Parent = playerGui

local button = Instance.new("TextButton")
button.Size = UDim2.new(0, 120, 0, 40)
button.Position = UDim2.new(0, 20, 0.5, -20)
button.Text = "Attach Seat"
button.Parent = screenGui

button.MouseButton1Click:Connect(function()
    local character = player.Character or player.CharacterAdded:Wait()
    local torso = character:FindFirstChild("Torso") or character:FindFirstChild("UpperTorso")

    if torso then
        local seat = Instance.new("Seat")
        seat.Size = Vector3.new(0.633, 0.508, 0.702)
        seat.Anchored = false
        seat.CanCollide = true 
        seat.CastShadow = true
        seat.Name = "WeldedSeat"
        seat.Parent = workspace

        local offset = CFrame.new(-0.1, -1.66, -1.1)
        seat.CFrame = torso.CFrame * offset

        local weld = Instance.new("WeldConstraint")
        weld.Part0 = seat
        weld.Part1 = torso
        weld.Parent = seat
    end
end)
fair copper
#

the better logic towards checking if ur table is empty or not, is just checking its content and size

fair copper
fair copper
#

add a .Touched event right after you created the seat

#

that should fix most of it ig

gusty heron
fair copper
#

other problems

#

i just told u what i see in ur snippet

#

troubleshoot it

#

find ur problems

gusty heron
fair copper
#

instead of race conditions why dont u use a remoteevent?

gusty heron
#

It is a remoteevent

glad apex
#
local leftArm = workspace.NPCs.rizzlers["rizzler 1"]["Left Arm"] 
local slash = workspace.Slash 
print(slash.Position - leftArm.Position) 
workspace.Slash.CFrame = CFrame.new(-0.18299102783203125, -0.4225959777832031, -0.7848434448242188) * leftArm.CFrame 

slash.Orientation = Vector3.new(-28.1, 1, -119.9)

how do i make it if the leftarm changes orientation the orientation of the slash is relative to it so its infront of it at a fixed angle

fair copper
#

hmmm

gusty heron
#

BoostersLoaded is a remoteevent that fires when the server script that defines the "Luck Booster" objects has finished defining and adding the objects to their table and returns the populated table

#

Even after the wait it still says the table is empty

#

It's there if the timing is bad and the serverinvoke ends up happening when the table isn't populated

fair copper
#

use remoteevent for both request and response

#

i dont know the context of ur script

#

and idk

fair copper
#

lol

glad apex
#

the world orientation is what i want it to be

#

but if the player rotates the rotation isnt fixed

fair copper
#

yeah it fails because

#

slash.Orientation sets a fixed word orientation

glad apex
#

i know

#

im asking for any solutions like how would i make it like that

#

nobody has given me a correct way to implement what i want

fair copper
#

use a weld?

glad apex
#

doesnt work

#

slash doesnt move if the player moves

fair copper
#

hmmm

fair copper
glad apex
#

im going to try to use toworldspace

gusty heron
# fair copper hmmm

I think it reaches the :Wait() to the remoteevent after the remoteevent is fired, which means the check occurs before the table fully populates and goes into the wait after it finishes

fair copper
#

invokeserver

#

with wait()

gusty heron
#

just use wait()?

fair copper
#

the standard approach is

#

using remoteevent for both

#

like
BoosterEvents.RequestBoosters:fireserver() on client
BoosterEvents.RequestBoosters.OnServerEvent:Connect(onBosterreq) on server

#

smthn like that

#

it uses 1 re

gusty heron
#

so a remote event that is fired and then fires back

fair copper
#

yeah same remote event dude

gusty heron
#

except it doesn't hold up the server like invoke does

fair copper
#

just have a remote event name it whatever

#

yeah

#

it just listens for calls

#

so it'll focus on ur call

#

its the standard approach

#

because theres no race condition on it

gusty heron
#

race condition?

fair copper
#

i hope u get the logic

fair copper
#

made it like a race for ur scripts

#

so - a race condition

#

Lmao

#

because here
the client is listening for the response before it even sends the request yk

#

so it works..

#

hope that helped byebye

lost yoke
fair copper
#

Network.ApplyKnockback = Packet("S_ApplyKnockback",
Packet.Instance, -- The character part to apply knockback to (e.g., HumanoidRootPart)
Packet.Vector3F32, -- The direction of the knockback
Packet.NumberF32 -- The force of the knockback
)

really interesting way to replace remoteevents

#

a packet module

dim onyx
#

hey i have a doubt i just made a script which gives the player(imposter) a knife at night and it works but when we click on the knife it duplicates (only 1 time not more) at day 1 knife disappears and 1 remains we have to click on it to make it disappear can anyone find the flaw

#

local Lighting = game:GetService("Lighting")
local Players = game:GetService("Players")

local dayLength = 300
local nightLength = 300

local function isNight()
local time = Lighting:GetMinutesAfterMidnight()
return time >= 18 * 60 or time < 6 * 60
end

local function updateKnives()
for _, player in pairs(Players:GetPlayers()) do
if player:FindFirstChild("IsImposter") and player.Character then
local backpack = player:FindFirstChild("Backpack")
local starterGear = player:FindFirstChild("StarterGear")
local knifeInBackpack = backpack and backpack:FindFirstChild("Knife")
local knifeInSG = starterGear and starterGear:FindFirstChild("Knife")

        if isNight() then
            if not knifeInBackpack and knifeInSG then
                local knifeClone = knifeInSG:Clone()
                knifeClone.Parent = backpack
            end
        else
            if knifeInBackpack then
                knifeInBackpack:Destroy()
            end
        end
    end
end

end

while true do
for i = 6 * 60, 18 * 60 do
Lighting:SetMinutesAfterMidnight(i)
updateKnives()
wait(dayLength / (12 * 60))
end

for i = 18 * 60, 24 * 60 do
    Lighting:SetMinutesAfterMidnight(i)
    updateKnives()
    wait(nightLength / (12 * 60))
end

for i = 0, 6 * 60 do
    Lighting:SetMinutesAfterMidnight(i)
    updateKnives()
    wait(nightLength / (12 * 60))
end

end

gleaming pollen
#

Could someone help me

#

Someone help me

#

Anyone

#

Help me

steel sigil
fair copper
#

i would just
if humanoid and not seat.Occupant then

#

seat:Sit(humanoid)
end

#

obviously that is subjective as well

grand prairie
#

well im running into an issue now doing it my way

#

i need a remote event now, to make someone sit?

fair copper
#

No

#

u need a proper function

#

the event it uses is .Touched

gleaming pollen
#

Someone please help me

dim onyx
#

hey i have a doubt i just made a script which gives the player(imposter) a knife at night and it works but when we click on the knife it duplicates (only 1 time not more) at day 1 knife disappears and 1 remains we have to click on it to make it disappear can anyone find the flaw
local Lighting = game:GetService("Lighting")
local Players = game:GetService("Players")

local dayLength = 300
local nightLength = 300

local function isNight()
local time = Lighting:GetMinutesAfterMidnight()
return time >= 18 * 60 or time < 6 * 60
end

local function updateKnives()
for _, player in pairs(Players:GetPlayers()) do
if player:FindFirstChild("IsImposter") and player.Character then
local backpack = player:FindFirstChild("Backpack")
local starterGear = player:FindFirstChild("StarterGear")
local knifeInBackpack = backpack and backpack:FindFirstChild("Knife")
local knifeInSG = starterGear and starterGear:FindFirstChild("Knife")

        if isNight() then
            if not knifeInBackpack and knifeInSG then
                local knifeClone = knifeInSG:Clone()
                knifeClone.Parent = backpack
            end
        else
            if knifeInBackpack then
                knifeInBackpack:Destroy()
            end
        end
    end
end

end

while true do
for i = 6 * 60, 18 * 60 do
Lighting:SetMinutesAfterMidnight(i)
updateKnives()
wait(dayLength / (12 * 60))
end

for i = 18 * 60, 24 * 60 do
    Lighting:SetMinutesAfterMidnight(i)
    updateKnives()
    wait(nightLength / (12 * 60))
end

for i = 0, 6 * 60 do
    Lighting:SetMinutesAfterMidnight(i)
    updateKnives()
    wait(nightLength / (12 * 60))
end

end

fair copper
#

ignores it when its equipped or smthn

#

or in player's character

#

lol

strange kiln
#

imposter

feral solstice
#

Bruh help why is my r6 idle animation not playing when i start the game, look what i did, and tell me if i missed something,

I made the game to r6 only, i made an r6 idle animation and set the priority to idle, i published it and i copied the id

I copied the default animate script from the character then i pasted it inside starter character scripts, i changed the idle animation id from the explorer to my id, and i changed the script id too to my id, i changed the one with "weight 9"

But the problem is when i start the game, i look at the animation from the explorer and i see it reset the properties to the default anim id, but the script still has my anim id

Please help

mental shore
#

wild

balmy portal
#

(function (twerk)

               End
real current
#

I am pretty new to scripting, could anyone tell me why this doesn’t work?

real current
#

This is only the first part tho

rapid verge
dusk iris
real current
solemn ridge
#

first of all why is part.part = ("ServerStorage")

#

and pretty sure when you're doing a local function ur supposed to name the function

solemn ridge
#

are you trying to get serverstorage service without using

real current
dusk iris
solemn ridge
#

:GetService

real current
#

Bro

solemn ridge
#

u gotta fix that br

dusk iris
#

isnt then only for if statements

real current
solemn ridge
#

wheres the animation lmao

real current
#

Do there because I’m telling the function to do the animation

dusk iris
real current
solemn ridge
#

while waiting after a few second

real current
#

I just have no idea why this script won’t work

solemn ridge
real current
dusk iris
solemn ridge
#

to get server storage do

dusk iris
#

change it to

#

game.ServerStorage

real current
solemn ridge
#

local ServerStorage = game:Getservice("ServerStorage )
i think

real current
dusk iris
#

i mean i dont even think we need serverstorage for this

real current
#

They did that probably

dusk iris
dusk iris
real current
real current
dusk iris
real current
real current
dusk iris
real current
#

Bro if u don’t get it don’t help me

dusk iris
real current
#

I’ll just get a real scripter to help to help me

dusk iris
real current
#

@lilac barn Yo

dusk iris
real current
solemn ridge
#

drka rewatch the tutorials lil bro praysob

real current
dusk iris
dusk iris
#

then

#

and what does it mean when its true

real current
#

I’m a scripter/animator not a vfx artist..

dusk iris
real current
#

No

#

In properties

dusk iris
#

thank you

real current
#

But it needs to be at the part of the server storage

dusk iris
#

this has single handlely increased my lifespan by four years

#

through shear joy

real current
#

Alr bye ur waste time

#

Who can solve this?

dusk iris
solemn ridge
dusk iris
solemn ridge
#

im gonna lose it i stopped coding in ages and this is the first thing i see after coming back

#

im dying

solemn ridge
#

@real current if ur trying to play an animation

#

theres this website where

#

it will literally

dusk iris
#

have you animated

solemn ridge
#

solve all ur coding problems

#

its called youtube

#

and you find a person called the devking

#

he'll show you a video and REWATCH IT FOR THE LOVE OF GOSD

dusk iris
solemn ridge
#

oh sh mb gng praysob

remote bear
solemn ridge
#

that looks so good

remote bear
remote bear
solemn ridge
#

like in years if it isnt personal

unreal mulch
#
local attackerAnim = ReplicatedStorage.Animations[attackerStats.AnimationPreset or "Template"][playerAttack["Intent List"][intentData.IntentCount]["Intent Damage"] or "Slash"][(playerAttack["Intent List"][intentData.IntentCount]["Intent Damage"] or "Slash") .. math.random(1, #ReplicatedStorage.Animations[attackerStats.AnimationPreset or "Template"][playerAttack["Intent List"][intentData.IntentCount]["Intent Damage"] or "Slash"]:GetChildren())];```

GOD i am so good at coding
#

this is REAL code written by a REAL human

#

and yes... it works exactly as intended...

proud ocean
#

Guys I want to make game on unity but also on Roblox. Should I pick only one or is it good if I will do both?

topaz lodge
slate lotus
gentle stag
vestal harbor
real current
gentle stag
vestal harbor
somber vault
#

real ones learned lua from peas factory

#

his tutorials still hold up to today ✌️

slate lotus
strong willow
#

Does this organization and set up for the folders look correct if I'm trying to overwrite food values on Minecraft? This is a Datapack.

slate lotus
#

i think i just followed tutorials and learnt smh

slate lotus
#

i started learning lua when i was 11 how d'you know??? 😭

strong willow
#

@slate lotus I mean it's also not a Linux related one or HTML related one but everybody talks about those things so.

slate lotus
#

i dont know anything abt minecraft mods

#

might wanna go to a different server

strong willow
#

Plus, I've been exhausting myself on Google looking for answers for the last 4 hours.

strong willow
#

I'll try.

slate lotus
#

or like i said, search up minecraft modding discord servers

#

what's the problem?

#

why is it 4:05 am for you

topaz stratus
#

timezone

topaz stratus
#

he will ruin the friendship

slate lotus
#

what if they like eachother??

#

insert vsauce music

topaz stratus
#

yes if she clearly likes him, then nothing will be ruined

slate lotus
fallow gulch
#

are you guys running any community made framework such as Knit or Nevermore, or did you make your own?

somber vault
#

Knit is bloatware imo

fallow gulch
#

yeah, i stepped away from Knit myself too

remote bear
native quest
#

I use promise for some multi threading

vestal harbor
#

like 15 years old

fallow gulch
strong willow
#

I need both to set up the correct folder structure and need someone with some experience to help me figure out if this code looks right. In any case, it doesn't work. So I'm doing something wrong.

slate lotus
#

find a discord server specialised in minecraft modding

fallow gulch
proud ocean
#

sup guys

#

who can help me

#

i want to make games on unity and on roblox. Is it good if i will do both or better to stay on roblox

sour vine
#

fukahh question WHYYYYY

proud ocean
#

what

somber vault
#

I made a game and on mobile the camera stuck under the map pls help

remote bear
remote bear
gritty grove
#

modulescriptsipts

fair copper
#

thoughts on using blockcast + target assist or locktarget for this?

#

its running raycast right now

#

rpg

wild kayak
#

Doin professional scripting for 400rbx

remote bear
wild kayak
remote bear
wild kayak
#

1 of my previous work

wild kayak
#

Bro

remote bear
# wild kayak

that's a good start, although if you want to find work in the future i would recommend making a portfolio with your past works, experiences and past clients (if you have any). also i would recommend saying "doing luau programming for 200rbx" because professional is a bit much for what was shown.

fallow gulch
remote bear
fallow gulch
#

crazyyyy scam

#

there was a guy trying to scam

remote bear
karmic wadi
#

I need concept team members, anyone?

weak radish
#

Does anyone actually use os.clock

remote bear
weak radish
coral oracle
#

@karmic wadi dm

thorn arch
#

For anything time related

#

For example, tick systems use os.clock()

ember quiver
#

how do i do this?

weak radish
thorn arch
#

So it's used more

weak radish
zenith sphinx
#

Can someone help me with my games bug? I can pay robux

weak radish
#

(time)

thorn arch
#

Yeah, which makes it more precise

#

os.time is unix time

weak radish
thorn arch
#

Which is not stored with as much precision

thorn arch
#

It's best to use os.clock when comparing two times without switching runcontext

#

Os.time is not that useful since i believe :GetServerTime() is better

static coral
#

or dialogues i think

weak radish
thorn arch
#

But it does exist

weak radish
ember quiver
ember quiver
vocal tusk
#

Im losing it how can i fix the fling due to body velocity if i collide on something?

vocal tusk
weak radish
leaden dome
#

How do I know how much a system is worth ? If I wanna comm someone for a whole game scripted

zenith sphinx
#

Can someone help me with my games bug? I can pay robux

thorn arch
weak radish
vocal tusk
weak radish
thorn arch
#

Hitboxes are not meant to collide

vocal tusk
frigid ridge
#

time()

chilly rock
#

anybody know why if I don't add task.wait() in here, the script waits for the coroutine to execute and then goes over to the main body loop instead of executing both simultaneously?

thorn arch
#

Executed

vocal tusk
thorn arch
chilly rock
thorn arch
#

Spawning a thread does not delay the code

#

It will execute the same as if it wasn't a different thread

#

What it does is

#

Make it so that yielding it doesn't yield the main thread

#

If you want a thread to run after the main thread

#

You should defer it

#

Deferred threads are executed at the end of each cycle

#

(not on the next cycle)

#

Also use task library instead of coroutine library

#

It's an updated version of the coroutine library

chilly rock
#

i don't think you understand me, both scripts are the exact same save for 2 task.wait(1) lines that i added. Functionally, the output of the scripts shouldnt be affected by the added task.waits, but it for some reason they are.

#

also this is just example code, i'm not acutllay using it

thorn arch
#

The task.wait should affect it

#

Because it yields the spawned threads

chilly rock
#

oh

#

is task.wait scope specific or for the whole script

thorn arch
#

The coroutine you spawned is one thread and the main thread is another one

zenith sphinx
weak radish
polar cargo
#

how long would it take to learn c#

zenith sphinx
zenith sphinx
chilly rock
chilly rock
thorn arch
chilly rock
chilly rock
thorn arch
#

The computer treats a cycle as one instant in time

#

If you want them PHYSICALLY running at the same time

#

You have to use multiple cores

#

And desynchronize the execution

chilly rock
#

if i make the loops long enough then they should overlap

thorn arch
#

On 60 fps its average 0.016 ms

thorn arch
#

It seems you are not understanding how the task scheduler works

chilly rock
thorn arch
#

Yielding it at all will move it to the next cycle

#

(Minimum)

#

You can only yield for 1 cycle 2 cycle etc.

#

You can never wait for 0.5 cycle or 1.5 cycle or similar

#

@chilly rock if this doesn't make sense to you

#

Then you probably don't know how task.wait works

#

It doesn't wait the exact duration of time

chilly rock
#

yeah it doesnt make sense to me

thorn arch
#

It checks if the elapsed time since it was called is greater than or equal to the wait duration every frame

chilly rock
#

but even if we throw away task.wait from the equation it still doesnt make sense to me

chilly rock
#

so what you're saying is that if the coroutine has coroutine.yield, then it doesn't really execute at the same time as the rest of the script?

#

so it's like pseudo-multithreading

thorn arch
#

It never runs at the same time

#

It just runs on the same cycle

chilly rock
#

okay i think i understand that

#

so takeaway is that if i want really precise and time-sensitive operations with coroutines then i have to be careful

thorn arch
chilly rock
#

yeah

thorn arch
#

You need to understand how the game handles running code

#

And how it decides which order to execute in

chilly rock
#

these "cycles" are the things called heartbeat right?

thorn arch
#

If you understand it, you can manipulate it

thorn arch
chilly rock
#

is that basically the same as minecraft's "ticks"?

thorn arch
#

Ticks are not dependant on frame rate

#

That's the only difference between ticks and cycles

chilly rock
#

oh yeah that makes sense

#

alright, thank you

thorn arch
#

For example if you have lower fps you will get lower cycles per second

#

But if you are using a tick system, you can run multiple ticks in one cycle

#

Meaning that the number of ticks per second is constant

chilly rock
#

why would roblox do it fps-based though, that complicates stuff so much

#

because different clients have different fps and the server has different fps

#

so all cycles arent synced

thorn arch
#

That's just how it has to be

#

They don't have a choice

#

That's why games use tick systems

#

To account for fps

#

Even other games

thorn arch
fair copper
#

guys maybe im lacking some logic knowledge, do would you determine whats a NPC that can receive damage from you and a NPC that doesnt take damage

#

like whats common between a training scarecrow and a npc?

sick saffron
#

guys to move a model do i have to create a primary part and weld every part of the model to the primary part or can i use the pivotto function?

rich gust
teal yacht
# rich gust Use TeleportService:TeleportAsync(placeId, players, teleportData) Send {migrated...
local TeleportService = game:GetService("TeleportService")
local Players = game:GetService("Players")

local teleportData = {
    migrated = true,
    timestamp = os.time()
}

local function migratePlayers()
    local allPlayers = Players:GetPlayers()

    if #allPlayers == 0 then
        warn("Nenhum jogador para migrar.")
        return
    end

    local success, err = pcall(function()
        TeleportService:TeleportAsync(game.PlaceId, allPlayers, teleportData)
    end)

    if success then
        print("Teleport iniciado com sucesso!")
    else
        warn("Erro ao teleportar jogadores:", err)
    end
end

task.delay(10, migratePlayers)

like this?

rich gust
#

Make sure this is the PlaceId of the live experience. This script won't work properly in Studio, so test it only in the published game.
Clearer data: Add a reason to the teleportData so you can detect it later (if needed).

fair copper
#

alternative to using collisiongroups

thin remnant
#

how do i disable footstep sounds?

thorn arch
#

If you are working on a larger scale

#

Using components

#

Is ideal

slate lotus
#

holy what are the odds (i was literally scripting this aswell)

fair copper
#

like parts inside any model?

rich gust
rich gust
#

You tag each NPC or dummy using CollectionService

zinc wedge
#

does anyone know how mugen does their lock on

jolly ledge
rich gust
zinc wedge
rich gust
zinc wedge
#

for mine i just used hookes law and damping to calculate the force at which it should spring back

#

not only does it make it super jittery it also feels a lot less smooth (like mugen)

rich gust
#

Switch to Interpolation, Not Forces

zinc wedge
#

ive only been scripting 2 days 😭

#

i know what interpolation is but

#

what would it change

rich gust
# zinc wedge what would it change

way to smoothly β€œblend” or β€œmix” between two values over time, rather than jumping straight from one to the other.

zinc wedge
#
local uis = game:GetService("UserInputService")
local rep = game:GetService("ReplicatedStorage").LockOn
local Magnitude = require(rep:WaitForChild("MagnitudeScript"))
local Spring = require(rep:WaitForChild("SpringDamping"))

local plr = game:GetService("Players").LocalPlayer
local character = plr.Character or plr.CharacterAdded:Wait()
local cam = workspace.CurrentCamera
local mouse = plr:GetMouse()

local RunService = game:GetService("RunService")
local MaxDistance = 100
local velocity = Vector3.zero

local lockon = false
local lockedTarget = nil
local lockonConnection = nil


local function FindClosestPlayer(cursorPos)
    local closestPlayer = nil
    local shortestDistance = math.huge

    for _, obj in ipairs(workspace:GetChildren()) do
        if obj.Name == "Rig" and obj:IsA("Model") then
            local char2 = obj
            local distance = Magnitude:GetDistance(cursorPos, char2)

            if distance and distance < MaxDistance and distance < shortestDistance then
                shortestDistance = distance
                closestPlayer = char2
            end
        end
    end

    return closestPlayer
end


uis.InputBegan:Connect(function(key, gpe)
    if gpe or lockonConnection then return end

    if key.KeyCode == Enum.KeyCode.E then
        print("Lock-on detected")
        lockon = true
        lockedTarget = FindClosestPlayer(mouse.Hit.Position)

        if not lockedTarget then
            print("No valid target found.")
            return
        end

        lockonConnection = RunService.RenderStepped:Connect(function(delta)
            local cursorPos = mouse.Hit.Position
            if lockon and lockedTarget and lockedTarget:FindFirstChild("HumanoidRootPart") then
                local rootAttachment = lockedTarget.HumanoidRootPart:FindFirstChild("RootAttachment")
                local heightOffset = Vector3.new(0, 0, 0) -- adjust this value to taste
                local targetPos = rootAttachment and (rootAttachment.WorldPosition + heightOffset) or (lockedTarget.HumanoidRootPart.Position + heightOffset)
                local displacement = cam.CFrame.Position - targetPos
                local force = Spring.RestoringForce(displacement, velocity, 1, 5)

                velocity = velocity:Lerp(Vector3.zero, delta * 5)
                local cameraLift = Vector3.new(0, 1, 0) 
                cam.CFrame = CFrame.new((cam.CFrame.Position + cameraLift + velocity), targetPos)

                if Spring.SwitchCondition(displacement, 40) then
                    local newTarget = FindClosestPlayer(cursorPos)
                    if newTarget and newTarget:FindFirstChild("HumanoidRootPart") then
                        lockedTarget = newTarget
                    end
                end
            end
        end)
    end
end)

uis.InputBegan:Connect(function(key, gpe)
    if gpe then return end

    if key.KeyCode == Enum.KeyCode.R and lockonConnection then
        lockon = false
        lockedTarget = nil
        velocity = Vector3.zero

        lockonConnection:Disconnect()
        lockonConnection = nil
        print("Lock-on released")
    end
end)

local

local Spring = {}
    function Spring.RestoringForce(displacement, velocity, springConstant, damping)
        return (-springConstant * displacement) -  (damping * velocity)
    end
    
    function Spring.SwitchCondition (displacement, threshold)
        return displacement.Magnitude > threshold
    end

return Spring

module

rich gust
#

You no longer need Spring.RestoringForce or velocity Lerp handles the smoothing for you

rich gust
# zinc wedge wouldnt that remove the springyness?

pure Lerp gives you exponential smoothing (a nice ease‑out) but no oscillation. If you want that classic β€œspringy” snap back with a little bounce, you’ll need to reintroduce a spring but in a numerically stable, frame rate independent way, rather than naively applying forces every tick.

thorn arch
rich gust
#

Your Hookeβ€―+β€―Damping Jittered
force = -k * displacement - c * velocity
applyForce(force)
you rely on Roblox’s physics solver (or your own integration) each frame. If your dt fluctuates, or your spring/damper constants aren’t tuned to critical damping, you’ll see overshoot, jitter, or energy gain/loss.

patent gorge
#

if i wanted to make a code system do i really need a lot of boolvalues to see what was redeemed or nto

zinc wedge
#

i was probably going about this the wrong way

rich gust
zinc wedge
#

i dont see a lot of oscilation in mugens version either

rich gust
# zinc wedge i was probably going about this the wrong way

-- Spring parameters
local k = 50 -- spring constant
local c = 10 -- damping coefficient

-- State
local camPos = cam.CFrame.Position
local camVel = Vector3.new(0,0,0)

RunService.RenderStepped:Connect(function(dt)
if not (lockon and lockedTarget) then return end

local targetPos = lockedTarget.HumanoidRootPart.Position + cameraOffset
local displacement = camPos - targetPos

-- 1) Compute acceleration (F = m*a, assume m=1)
local accel = (-k * displacement) - (c * camVel)

-- 2) Integrate velocity (semi‑implicit Euler)
camVel = camVel + accel * dt

-- 3) Integrate position
camPos = camPos + camVel * dt

-- 4) Apply camera
cam.CFrame = CFrame.new(camPos, targetPos)

-- (optional target‑switch logic here)

end)

#

this should work saved from notes and kept updating

zinc wedge
rich gust
#

Pick k (stiffness) around, say, 50.
Set c slightly below 2*sqrt(50) β‰ˆ 14.14 β€” e.g. c = 12.
if you want some bounce

zinc wedge
#

OH

rich gust
zinc wedge
#

alr thanks ill try these out

rich gust
thorn arch
#

By a fixed amount each frame

rich gust
thorn arch
#

(multiply with deltatime if you don't want frame dependancy)

rich gust
#

-- after computing newCamPos via Lerp…
camPos = camPos:Lerp(desiredPos, lerpAlpha)

-- then run a lightweight spring correction toward camPos
local springAccel = -k*(cam.CFrame.Position - camPos) - ccamVel
camVel = camVel + springAccel
dt
local finalPos = cam.CFrame.Position + camVel*dt

cam.CFrame = CFrame.new(finalPos, targetPos)

thorn arch
#

* allows you to do this *

rich gust
zinc wedge
rich gust
#

i never knew

#

wait let me try

thorn arch
zinc wedge
#

maybe once i learn a bit more

#

for 2 days im doing too much

rich gust
#

/hi/

thorn arch
#

It would look something like

rich gust
#

oh cryingdead

thorn arch
#

Other slash

#

The less used one

zinc wedge
#

\hi\

rich gust
thorn arch
#

*hi*

zinc wedge
#

/\

rich gust
#

/*beans*

zinc wedge
#

/sd

rich gust
#

aw cool, thanks!

zinc wedge
#

!!

rich gust
#

/****

thorn arch
#

Something like this

#

Would work

zinc wedge
#

we can forget the

thorn arch
#

Unless i got some syntax wrong

zinc wedge
#

oscilation but

thorn arch
#

Yes

#

If you want it to be stronger just increase the number

#

1 will make it snap back instantly (you couldn't even move it away)

#

0 will never snap back

#

(basically no lock)

zinc wedge
#

i do want the cursor to have a bit of freedom though but obviosuly not have it like completely away from the target

thorn arch
#

Your ideal amount will probably be around 0.3 or something

#

Or maybe higher

zinc wedge
#

would i just set a range and lerp the camera position back to enemys hrp

thorn arch
#

Nah it's lerping angle here

#

The target cframe is the cframe pointing exactly towards the target

#

And the current cframe is well

#

The current cframe

zinc wedge
#

im so confused

#

so its basically like

#

taking the shortest path when you rotate?

#

alright thanks ill try it out

rich gust
#

^

#

big brain brian.

zinc wedge
#

BUT

hexed forge
zinc wedge
#

@rich gust do you think its because im using world position

#

local uis = game:GetService("UserInputService")
local rep = game:GetService("ReplicatedStorage").LockOn
local Magnitude = require(rep:WaitForChild("MagnitudeScript")) 

local plr = game:GetService("Players").LocalPlayer
local character = plr.Character or plr.CharacterAdded:Wait()
local cam = workspace.CurrentCamera
local mouse = plr:GetMouse()
local RunService = game:GetService("RunService")


local MaxDistance = 100 
local speed = 5        
local targetPos = nil   


local lockon = false
local lockedTarget = nil
local lockonConnection = nil


local function FindClosestPlayer(cursorPos)
    local closestPlayer = nil
    local shortestDistance = math.huge

    for _, obj in ipairs(workspace:GetChildren()) do
        if obj.Name == "Rig" and obj:IsA("Model") then
            local char2 = obj
            local distance = Magnitude:GetDistance(cursorPos, char2)

            if distance and distance < MaxDistance and distance < shortestDistance then
                shortestDistance = distance
                closestPlayer = char2
            end
        end
    end

    return closestPlayer
end


uis.InputBegan:Connect(function(key, gpe)
    if gpe or lockonConnection then return end

    if key.KeyCode == Enum.KeyCode.E then
        print("Lock-on detected")
        lockon = true
        lockedTarget = FindClosestPlayer(mouse.Hit.Position)

        if not lockedTarget then
            print("No valid target found.")
            return
        end

        
        lockonConnection = RunService.RenderStepped:Connect(function(delta)
            local cursorPos = mouse.Hit.Position

            if lockon and lockedTarget and lockedTarget:FindFirstChild("HumanoidRootPart") then
                
                local rootAttachment = lockedTarget.HumanoidRootPart:FindFirstChild("RootAttachment")
                local rawTargetPos = rootAttachment and rootAttachment.WorldPosition or lockedTarget.HumanoidRootPart.Position
                local heightOffset = Vector3.new(0, 0, 0) 

                
                targetPos = targetPos and targetPos:Lerp(rawTargetPos + heightOffset, delta * 10) 
                    or (rawTargetPos + heightOffset)

                
                local cameraLift = Vector3.new(0, 1, 0) 
                local currentPos = cam.CFrame.Position + cameraLift
                local newCamPos = currentPos:Lerp(targetPos, speed * delta)

                
                local lookAt = targetPos + Vector3.new(0, 1.5, 0)

                
                cam.CFrame = CFrame.new(newCamPos, lookAt)

                
                local displacement = cam.CFrame.Position - targetPos
                if displacement.Magnitude > 40 then
                    local newTarget = FindClosestPlayer(cursorPos)
                    if newTarget and newTarget:FindFirstChild("HumanoidRootPart") then
                        lockedTarget = newTarget
                    end
                end
            end
        end)
    end
end)


uis.InputBegan:Connect(function(key, gpe)
    if gpe then return end

    if key.KeyCode == Enum.KeyCode.R and lockonConnection then
        lockon = false
        lockedTarget = nil
        targetPos = nil
        lockonConnection:Disconnect()
        lockonConnection = nil
        print("Lock-on released")
    end
end)
rich gust
thorn arch
rich gust
#

Yes, switching from RootAttachment.WorldPosition to HumanoidRootPart.Position will:

Reduce weird offsetting
Improve stability
Eliminate that "camera shoves character around" feel
Be more consistent across devices (mobile, PC)
but also

#

Smooth Lerp Camera with Damping

#

targetPos = targetPos:Lerp(rawTargetPos, math.clamp(delta * 10, 0, 1))

#

I EAT BACON HEHEHE

hexed forge
#

ur so sart

#

smart

zinc wedge
vestal lantern
#

what happens when you make a dash ability thats handled client side

zinc wedge
#

im in over my head though ill probably re do it later on when i have a better understanding

#

after a point i had to resort to using AI because im too slow Sad

vestal lantern
#

nvm

#

like velocity and cframe and stuff

#

but i figured it out

analog basin
#

Hi guys

#

I wanna know something

#

If we use deprecated things in code they still work if im correct?

#

anyone know?

rich gust
#

I EAT BACON HEHEHE

#

I HAVE FINSIHED

#

AND AM BACK! πŸ‘‹πŸΌ

rich gust
analog basin
analog basin
torpid night
#

Hi I got a problem with a script for example I got 80 Coins I purchase the Bloxycola for 50 so now I got 30 Coins but here come the +2 of coins now Im at 82 coins (like it ignore the purchase idk why can someone help me?

rich gust
analog basin
rich gust
#

fix / solution

#

Update your BuyToolHandler to use DataManager:BuyTool() instead of handling coin logic itself

#

this is optional but ( You can still insert the StringValue manually, but BuyTool() already does it (line 50 in DataManager). So if you want a cleaner setup, remove the insert code and trust BuyTool(). )

analog basin
#

Yo man i need help with one thing

#

ok so you know in some games

#

Like in bladeball or smth you can see your own character with the new weapon but other players see their own character

#

how would you do that

torpid night
#

1 or 2 (1 i Guess)

somber vault
#

can anyone help me with code, im working on a game where u search for stones but i need help how do i script stone spawning every 30 secs and picking up when found system. i have 1 dev working with me and we would be happy to share funds and work with us if anyone wants

torpid night
exotic comet
#

Guys I don't fcking understand why people want scripter with 2+ more years of experience to code their obby game :/

rich gust
# analog basin Like in bladeball or smth you can see your own character with the new weapon but...

Move Tools to ReplicatedStorage or ServerStorage
Keep all tools inside ReplicatedStorage.Tools or ServerStorage.Tools.
2. Equip Tool Locally in a LocalScript
Inside your "Equip" button logic (in ButtonHandler), replace the equip logic
Don't parent tools to the character from the server.
Don’t use Humanoid:EquipTool() on the server.
Never parent the tool to the player's character from the server.
Do not parent the tool to Backpack on the server.

rich gust
rich gust
exotic comet
#

And I dont think you need big experience for an obby :/

rich gust
rich gust
rich gust
rich gust
rich gust
#

you can do it, just takes time/effort

exotic comet
#

I thought I should create stuff and sell it, it would work as a portfolio and a way to earn robux

analog basin
exotic comet
#

I can't put myself in a full game rn

analog basin
#

I mean working for someone for free is kinda risky

rich gust
analog basin
#

cuz like either you get big and cash of or it doesn't

exotic comet
rich gust
rich gust
rich gust
analog basin
rich gust
#

its just a lot of time/work

exotic comet
#

Who needs help for free?

analog basin
exotic comet
#

I can also accept robux if you want πŸ‘‰πŸ‘ˆ

analog basin
exotic comet
#

Ig they are adults or smth

fair copper
#

guys is this blockcasting good enough?

#

i mean its not i think

exotic comet
analog basin
analog basin
analog basin