#code-discussion
1 messages · Page 151 of 1
procedurally via scripting?
or do i just make dumb script to rotate entire character
uhm, i would use scripting but like, Use CFrame to point the upper arm or arm joint toward the enemy’s position.
Use an AlignOrientation, Motor6D, or update the arm's Transform manually, just makes it easier
for randomly generating structures or objects/models around the map, what's the best practice? and also, how should i be optimizing animations?
is everything visible to players at once?
and do u add randomness to ur map generator
or u have presets of maps?
im not generating terrain
just objects and structures
and for those its just location
that's random
but objects/structure models are preset
alr then store ur stuff in serverstorage. define something like a range of ur map
max n min
map height offset too maybe
then u gonna have ur script check what position is valid in the range u defined.
u can also make exclusion zones to explicitly avoid generating stuff on them
Finally, it iterates through all placed objects(objects already successfully placed on the map). it checks if the proposed object's bounding box, expanded by its minimum spacing intersects with any previously placed object's bounding box. This ensures objects are spaced out somewhere
and u can add randomness traits to this
or something
yea thats what im doing rn
for loading, u can do occlusion
it will suffice
like define objects for what player can see
and load a lower LOD or make them disappear for far objects
yeah
stuff like that
is that built in or do i have to script
occlusion idk
LOLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL
i never tried built in occlusion
what bro
i saw a video on that a while ago but i didnt look int oit
🥀
id suggest
just make ur own occlusion modules
yea
idk, i just wanted to see how you would react. when you saw the message, did you think i liked the system or hated it and was trying to make fun of it? im recording data for smth
or just occlude everything after a range
i prefer control so i use tags
is this a response to me or the other guy? if so please make it more clear next time as its underneath another message
yea
@fair copper
Guys can anyone help with a hitbox system???
The only way I would know to do it is if a tool is touched by a humanoid within a time after clicked it deals damage, but I want a box to spawn that ignores the player that holds the tool
?
oh also i was told that i should be minimizing remote events. is there an amount i should be limiting to?
im just batching them rn
well remoteevents make ur game somewhat exploitable
i'd suggest switching to 1 remote event thats created while ur using it and then destroyed
what should i use instead
do u have suggestions
suphi kaner's packet module uses binary decentralization and its quite useful if u get used to it
like it reduces bandwidth to almost negligible
but its hard if u get frequent errors in ur scripts
this packet module is based on an existing Net framework ig
he just made it better to be used on roblox
💯
is it just called packet
u can search it up on yt, it basically lets u just put new remotes in a module and call his module instead of remotes
yeah something like that
oh this is good
it basically uses binary packets to call ur data
because standard calls on roblox are set to consider maximum data possible
so like if u send 8 bit data but use 1kb data to send it across
it takes up bandwidth
that module just changes it up to efficiently use those spaces ig
hmmm use frameworks ig
whatever applies for ur games
not all frameworks work good based on the game's intent
can i dm u instead of here

anyone else experiencing a weird bug in roblox studio where humanoid jumping doesnt work if the humanoid is sitting or swimming? The userinputservice.jumping signal is also suppressed
and the strangest part is that it's exclusive to roblox studio play testing
what does that mean
I really cant tell if I'm paranoid or not, but does this look like ai?
yea
but also what are u doing, cause it might not.
The prints with the emojis make it look sus
Other then that, not really
did u hire vibe coder
🥀
The way your variables are structured at the top looks sus too
its my backup scripter
Why pay someone to prompt your code when you could do it yourself lmao
hmm yeah true
they dont, they are like what im asking for but just different in multiple ways
EXACTLY
Anyone got tips on cleaning up this script??
thats what im saying
hes pasting chatgpt codes
lolol
😭
This is the first red flag, gpt organizes variables like this
who
I just realized, your not usually supposed to use waitforchild in a script right?
@pastel pivot the second red flag is the print emojis when debugging your code
who doesnt tho ? 😭
yeah thats what I thought too
I do aswell, so I didnt suspect that
He’s asking if it was made by ai, I’m just saying that is what it does😭💔🥀
but the emojis I feel like are a dead giveaway
facts
Performance be like 📉
has no impact on performance
ngl i just use a boot loader to really get everything loaded
whats that
cache what needs to be cached
like a script that makes sure the other scripts work before loading them
so it always loads itself first
yk
boot loader is a principle from knit framework
lol
like they legit have boot scripts
idk why u gotta make this about ai
😂
cause your one
its just a practice to prevent race conditions or errors while loading
you little ginger
hmm
so when u run outta arguments
u start calling out someone's hair?
u make it look like u use ai for coding
cuz theres no way ur peanut brain process coding and that analogy on the same level
hahahah
fk loser
If you use raycasting, you can filter out whatever you want.
men how are roblox selfbots like those pls donate bots working even though all executors are detected right now? does anyone have a real answer to this
Hello everyone, i have experienced a so called mental disease by the name of "TUTORIAL HELL"
I legit can't stand youtube anymore, 90% of tutorials are DOWNLOAD THIS MODEL AND UNGROUP
Like brother im here to hecking learn.
And the 10% just teach you the basics like, remote events etc etc
Does anybody know a way to learn scripting, the dev hub isn't, its more of a dictionary than a guide
If you know the basics then whenever you are working on a project in studio and don't know how to do something, just search "roblox dev --thing you are trying to do". Then search through a bunch of devforum posts lol.
Yeah i did try that
chat gpt doesn't code nor make anything, it's a giant pattern machine with slight randomization
the code it gives you already exists
it just got altered in the process
make projects
It can code, but the code it gives is scuffed, and you have to learn coding to fix it yourself, its a tool not a replacement
if you watch a tutorial and just put the code line by line inside of studio, run it and call it a day you're not gonna learn
I always mistake the : for the ;
Thats proof i actually write the script
what does that have to do with what I said
tutorials are hardly ever gonna touch on anything too advanced cause the format is to boil it down to keep it as simple as it can be, which means a dumbass little YouTubers spoonfeeding you information like you're 5
Yo sup anyone wants an subscriptions for hella cheaply
No i usually watch the video and then write the code so i make sure i understand it
A what subscription
the solution of getting out of tutorial hell is to stop using tutorials
Yeah i know that
Like anything: ytb premium, disney hbo netflix.. even chatgpt plus/pro
no point in watching them if you already feel like you're getting nothing out of them
I started learning ciding 10 days ago
Annualy/Monthly
did you hack this account by any chance
No, im an supplier - seller.
A stolen accounts seller -suppliet
Why stolen?
Well
Its legitimate payed. Just from another country, but works worldwide
Hmmm
You know when you buy it from specific country, the price is 70% lower than ussual.
Lets say Nigeria..
Well its your business
Steam accs?
Yeah
Uh, i got steam games
When i was 9
CD Keys.
This channel is for code im sure
Bye
No, thats unfortunately not a right answer.
Not a? Is there multiple right answers?
section .data
msg db "your mom", 0xA ; 0xA is newline
len equ $ - msg ; Length of the string
section .text
global _start
_start:
; syscall: write(int fd, const void *buf, size_t count)
mov eax, 4 ; syscall number for sys_write
mov ebx, 1 ; file descriptor 1 = stdout
mov ecx, msg ; pointer to message
mov edx, len ; message length
int 0x80 ; call kernel
; syscall: exit(int status)
mov eax, 1 ; syscall number for sys_exit
xor ebx, ebx ; status 0
int 0x80 ; call kernel
It should and can only be hello in that case
Yes, but only one is correct.
Also not right.
Yes. Its hello
You won an Disney plus acc

Keep it
why
he gets the code right and it works
and if it doesnt work i do a slight tweak to it and fix it]
You don’t learn as efficient though
ig
any one need to link discord with his discord map send me a dm
i need help with a script its just 1 simple script giving someone 35 robux for it
hey guys, does anyone know a webhook redirect as the discord webhook don't work
How come it doesn't work
Don't think it's blocked anymore
someone gimme smth intermiedate to script
One message removed from a suspended account.
anyone here currently own a studio or team?
thats semi-professional
Yes why
I still have no idea what went wrong here
Since this is in a module script I am assuming there will be no Server/Client side issues right?
dms
that. is. a. lot. of. dots.
is the cd being change on the client or server?
If you require it from a local script, it runs on the client. If you require it from a script, it runs on the server. And use remote events to share info between the server and client, module script won’t do that
I was asking if they were modifying it client or server because they mentioned the value doesn't change in the explorer window.
Roblox defaults to client view when playing, so if they modified it on the server they'd have to switch it to server view to see the change
If they modified it on server, it should replicate to the client.
I asked what i did because i assume they were printing from the server but not sending that information to the client, assuming it would be accessible from the module script or smth
So I should not change stats in module but instead fire a remote event to activate a server script to change the stats?
I don't think it has been changed at all, the only time it has been changed is when it prints the values out
Here is a live demo
i need someone to try break my game, anyone free? its legit like 3 systems in total - will take 5 mins top
might sound random but is ur game r6
guys i need help
Idk how you’re handling this rn, tbh. Try running a GetPropertyChanged for the value in both a local and server script to print the value whenever it changes, see what it gives you
r15 for now
probably change that down the line
guys i need help
could work could u send the link
stop saying you need help 😭 just describe ur problem i swr
i need help with scripting
what do you need help with specifically
yo how do you change the friction/slipperyness of a part with script
cusotmpjysicalproperties
ok
local Dodge = {}
--LOCAL VERSION
function Dodge.Dodge(player,Type)
if Type == "Success" then
local character = player.Character
character.Humanoid:LoadAnimation(game.ReplicatedStorage.Animations.SuccessDodge):Play()
end
end
return Dodge
why wont this animation play?
the id is correct
priority is action
find maximum subarrays
at your service
anybody know how to script an animated handle in a tool?
is there any good architechtural pattern to follow for game development on roblox? like clean code is used for developing backend for web
people recommend rojo to utilize git repos
the way you organize scripts is up to you but ppl generally will separate features in folders, I just write a lot of my features as modulescript and use local scripts for basic logic thatd be specific to the game.. that way I can reuse a lot of code for something else later
as for writing scripts, while i dont follow it 100% I use these guidelines https://roblox.github.io/lua-style-guide/
the only rules I dont agree with are the ones regarding casing and comments.. they argue to not make section comments but I prefer keeping them.. then I limit camelCase for local function names or function-scope variables, using PascalCase for everything else to follow the casing used in the roblox api
yeah but thats more about styling, im trying to find a way to organize the scripts into something like packages idk
the way you organize scripts is up to you but ppl generally will separate features in folders, I just write a lot of my features as modulescript and use local scripts for basic logic thatd be specific to the game.. that way I can reuse a lot of code for something else later
i got modules sepparated into shared, client and server, and each of these folders have tools, services, constants and structures
which seems fine but i feel like it could be better yk
thats why im trying to find an architecture that was already thought of
I would try to centralize modules as much as possible, so probably should combine client and shared and put them both in replicated storage
an example of what you see a decent amount of from decent codebases would be like
ServerScriptService
└ Shop
└ ShopInventory (module script with generic functions)
└ East City Shop
└ Back Alley Shop
└ Weapon
└ Weapon (module script with generic functions to prevent rewriting them)
└ Katana
└ Dagger
└ Sword
etc etc
these are just features that came out of my head randomly.. like if the katana has a special move, you do the server checks for it in the katana script. Same case with other weapons.
The quote I always follow when deciding stuff like organization is "Optimize for reading not writing"
use the market #marketplace-info
alr ty
this is why i try to do the code before i watch the vid and edit it with the vid
It does not print at all
When I put this script into the tower it prints nothing
I need help
dms
for me, I use single-script architecture
everything wrapped inside a single script with module loader, including the local stuff as well
https://chickensoft.games/blog/game-architecture#-file-structure-and-feature-based-architecture this and ssa
If you’re using .Changed, pretty sure it’s gotta be directed at the value itself, not the instance
I'll help when I'm on my pc
Should I use Val.Value.Changed instead?
Ye
And make sure it’s in both a local and server script
That is what the documentation says
yeah but its not vale.Value
our just doing the default Value
your just changing the variables name
to the connect
its easy
Because roblox
Is it a local script or reg script?
Reg script
Okay
so
Give me ONE second
Done
Here
So the .Changed doesnt do shi
--//Variables
local boolValue = script.Value
boolValue:GetPropertyChangedSignal("Value"):Connect(function()
print("Changed!")
end)
Thats so ass
but you gottat use :GetPropertyChnagedSignal()
:GetPropertyChangedSignal()
try that lmk
also if this is on the server
What is the "Value" supposed to be?
oh
soo boolValue.Value.Changed:Connect()
is what your doing
you should be doing
boolValue:GetPropertyChangedSignal("Value")
what ever is inside of the parenthesis
is the event that will fire when the property changes
huh?
what
whats wrong with Changed
Workspace.Script:5: attempt to index boolean with 'Changed' -
its litterally an error
So something like this?
Shittier :GetPropertyChangedSignal()
Did it work?
because he did Val.Value.Changed brother.
do Val.Changed
its not
Changed fires when any property is changed
ah yeah shi mb
in case of valuebase almost on all cases the only property you change is the value
yeah
so .Changed is perfectly fine for valuebases
this didnt print tho gng
Did :GetPropertyChangedSignal work
he likely didn't change it
yes .Changed works
or he changed it in client
ik but im offering another use case
you can check in explorer when u test
well you gottta actually change the value
Did already, nothing
Anyways, I’m too tired to try and figure ts out rn, cya
No you gotta actually change
Gamer’s
bro 
are you changing it in client or what
@jaunty nymph try manually changing the value when testing to see if it prints
oh well that snippet is in client too, so it doesn't matter
because
if you change
on the client
it only stays on the client
it wont replicate to the server
however
if changed on the server it will replicate to the client
I am using a module script to change it
Are you firing it from the client or the server
It’s changing on the server but client doesn’t register the change
hmmmm
Wrong reference maybe?
nvm
Referencing the starter player value instead of the in use client player value?
no
Agreed
its ez to figure out
100% thats not the problem
replication won't fail that bad
That’s why I’m saying it might be changing the wrong value
@tired remnant let me see the actual value
in explorer or how ur instancing it
@jaunty nymph
I ain’t the one with the problem
@jaunty nymph
ok
It is just a NumberValue inside a Configuration named 'Config' which is inside the model for the tower
Show the variable that references it in the script
which script?
All of them
In the same ModuleScript as this
In a local script for the range circle
@tired remnant that's about it
I got no clue tbh. Only other idea I have is try printing off the ancestry of everything, particularly when it does actually print the value it’s supposed to
This is a very weird problem 
paying 35 robux for a simple script DM me
As in in the for loop that prints every value, I should print ancestry as well?
Yes
Ok I will do it now
does anyone know how i can make my charcter scale quickly when i have
a smaller amount of size then slower when i have more? Like this game
you could lerp the speed
logarithms or exponential decay
what is that??
math that creates the effect you want
if you dk it then its hard to explain so just ask chatgpt for the equation
ok thanks
what is the point of logarithms... watched a youtube tutorial about it and i thought its useless its just exponets but more complicated either i dont get something or its just advanced exponential functions or something
@tired remnant srry for the wait
you'll find out in a couple of years
use .Changed
it doesn't work
It will have an error message if I just use .Changed
What are some tips for learning code for the first time
guys question how do those roblox selfbots like the pls donate bots work when all executors are detected? every single executor gets detected and bans the account
guys im trying to learn code what should i do to start?
If you know absolutely nothing about it then I would start off with tutorials
Like brawldev playlist
can you send some?
Search braeldev playlist it’s the one that helped me the most
its impossible
dev king tutorial
wanna go in call guys?
Btw if you don’t understand one of the concepts he talks abouts, check the comments, if there was anything I couldn’t understand I would always find at least one comment that would explain it the best
Is it possible to rotate tool with player? Glider tool with dive function
whats the best way to learn like by not just copying the code
For the absolute basics I would recommend just watching the videos and trying to expand on what he said. As you move on continue to experiment and combine topics. When you reach the “build a game section” attempt it on your own. Take 1-2 hours and keep trying
Idk what the problem is
Bruh
ty imma try now
All I know is that the stat got the boost but somehow reverted back even tho I did not type any line that sets the value of the stats
dont worry imma still be replying i have 2 monitors
Brawldev also has an old channel called “brawlbattle” he has a vid called “7 beginner scripter challenges”. After you finish whatever playlist u start I would recommend trying those out
Then moving on the to advanced tutorials
kk
Any hot scripters here
My GF says that, so yes, here
Any scripters know how to fix camera not loading onto character, can’t move or nothing
Show the script
Huhh
logarithms are just the inverse of the exponential function
Any femboy scripters hmu
That's how you take screenshots, are those scripts yours?
No need to dm me, please can help here 😄
there is bug for do fake donate , but there are some players who donate real robux. Can I remove some of the fake donations from this leaderboard?
And does anyone know how to fix fake donations?
Only way to check that is "Sales of Goods" list, gonna take a while
How do you handle donations?
guys im bored can you guys tell me something to script
what makes a good combat system, a good scripter or a great animator?
depends
mostly animator and vfx artist
i would say lowk good scripter no?
honestly
most optimized code = most fluidity in the combat
anyone can set up anims, make some vfx and put some anim events for the code to trigger
true but you gotta remember roblox is unoptimized itself
a solid combat system would have some easy to learn code
the optimization is hard but the rest is pretty straight forward
datastores are gonna be the death of me 
Eh it needs to be modular too
context
For the code to be good
what would be a better way?
Keep datas in array under UserID key
Data = {
111 = {
OwnedPowers = {}
}
}
ahhh ok ill look into that
it is wayy easier than creating instance and getting instance for each value
Can someone help? I have absolutely no idea what went wrong
Explain it in simpler terms
Oh
Update the gui then
Value changed connect function etc
both
It's not just a GUI issue
I explained it further this morning
u said ur gui isn’t updating
ok bro like I’m gonna scroll to that
Explorer isn’t updating
Is it a local script
This should clear things up a bit
Could be a client /server issue
It is a module script
Are you firing it
From client
Or server
cuz if ur firing it from client then it’s gonna be client
Ok so ur firing from server
That makes no sense lol
something’s wrong
it can’t print 1.62 if it’s 1.8
Double check target config
try to play with adding and subtracting and just add prints to debug
If I understand the 1st "build" buffs the 2nd?
Is there any chance you could be firing the set value/get in gui BEFORE you place and register the buff?
But targetconfig is
yes but the actual value in his character isn’t changing
I couldn't find the full script, but I think the buff config doesn't register 2nd build is in range of buff in time before it sets the value
wat
wdym by build?
The character, or however I can call it
Even so, the value in the explorer shouldn't be unchanged right?
set value has nothing to do with this
Ur changing the value and the value isn’t changing
Double check target config
I might be a little confused 😄
But the 1st character buffs the 2nd in some ways & value of 2nd character is not changing. I would check when the buff module gets triggered, there might be some timing issue
I printed all the values inside targetconfig after the change value line has been run
Let me check that
Idk try
No cuz it’s
That’s so weird
Honestly my best advice is u just gotta start playing around with a ton of prints and checks and
reformatting
What is the targetConfig btw? the folder of chracter?
my only guess is ur trying to change is on client and it’s not replicating to server
Yes of the dummy
The tower
yes
And the variable is asigned after build?
ikr
how tf are u still not getting it
it’s 2 am
after 3 hrs or sum
My brain is fried from my own stuff
oh bro this is not me
LOL
I finished mine like 2 hours ago
what
I’m trying to figure out this kids issue
ohh
he’s changing the value and it’s printing the value changed but the actual int value isn’t changing
The NumberValue is inside the config folder of the tower
@jaunty nymph ur changing it in server yes
It is a module script so I am assuming it's server side
are u firing the module from a client script
no
that’s not how they work
U either fire it client or server
How do I check if it is server sided?
did u require the module from a server script?
This is where I activated the function to apply boosts
is that script local or server
Client logs are visible on F9 in studio, Server are not
Acutally if you are owner you can select log category in F9
This one
Is this local script or server
If it would be fired from local, the GUI would see the local change
This one is also in the module 
My code is all over the place
ok then that’s most likely your issue
it’s doing it locally
which you won’t see on the server
😂
Never trust what client sends, dont allow client to do anything
So I should just make a new regular script in serverscriptservice and throw this in
Then it should be fixed
But in that case the he could see the change in explorer, even if local
😭
When in PlayMode, explorer switches to client side
Real
That’s where ur wrong I thi no
You can check it out
lmao k
the log is for both server and client i think
only in local server test is it seperate
Put instance in ServerScriptServ and open play mode, you can't see anything there
oh well
Lmao
no bruh
Sorry
im talking bout the output
still doesn't change it
Is that a TTRS logo in ur pfp
VRS light under my car doors
Unless I messed up the serverscript
Can you try to hardcode it? Just in that script do FindChild..FindChild and change it manuallly
its alr printing bugfixtest
show me the dj code again
Why are you sending range
I thought the issue was cooldown
So if it’s printing 1.8 it’s not subtracting at all
Try
Cooldown = cooldown - (cooldown whatever math u have)
instead of -=
which part of it
Range cooldown and price all have the same issue
I am testing range first
Isn't that the same as -= ?
shouldnt be different no?
yes
but sometimes when I do += it doesn’t work
so then I switch to X=x+x
Idk it’s weird
Can you try to print targetConfig.Cooldown and the boosts value? Might be a math issue
Agree, happens often to me too
ok
Give me a second
Are there too many decimal places?
Or do decimal places not matter
What value is what?
Cooldown.value I’m guessing
Yea
Can you show us where do you assign targetConfig variable?
It would be very stupid if it was indeed the decimal places
I doubt
Curious
TargetTower vs NewTower?
Is there any chance TargetTower is ReplStorage one and newTower is the built one?
paying 20k to someone to fix my game
hi
wait....
Yeah 😄
hi
what’s the issue
Let me take a look
entire thing is buggy af
In playMode, top bar click to switch to server, check repl storage Config Value
send more info in dms
I am here sitting and praying that was the issue
nope
So what is New and Target Tower?
print NewTower.FullName and TargetTower.FullName
yep
?
newTower is just the tower that called the function (aka the tower that gives the boosts)
Sh this is real challenge
This went from a supposed GUI issue to a weird one real fast
Atleast we know its not a client/serv issue
Hey One last idea from me,
Print fullname of range when you set it in the for loop.
If(NumberVal)
setlogic
print full name of val
There is no way you do .Value = XX and it doesnt change anything
Can someone help me how to put the font face into the code because it's not found in the roblox font selection
I'm still new to coding so I might not understand your explaination but i'll try
ok
So after I get targetConfig, I print fullname of targetConfig.Range, then if it IsA numberval then I just set it to a number and the print full name of val????
Just to test when you set the values, also print Full name.
Invis Part + Surface GUI + Cam CF
u still stuck on this?
Yep
Not a server/client issue, probably not a math issue too
is it too late for me to intervene
No
ok tell me whats the problem
Any help is appreciated
So I have a tower in my TD game that buffs towers' range
I printed the buffed values to check if it buffed and the printed values were correct
However when I look into the explorer tab while testing, the stat value remains unchanged
buff script
and then the demo is here
The GUI could be wrong but I assume the explorer tab can't be wrong right?
buff script looks fine
i can't understand ur demo here
it say 1.8 in output and shows 1.8 in config too
It's Range
I changed the default to range as if the range got buffed I could see it via the range circle
i don't follow
How do I even explain this mess ;-;
how are you updating the actual range? what u were updating is the range in configs
I meant the stat to boost on default was originally cooldown
Now it is range
Let me sumarize in my shitty grammar:
When character 2 [Brute] is placed within range of character 1, character 2 should get buffs based on character 1 stats.
The script reports correct change of value, but math is not mathing and value, that is really set, is not changing by server script
So I would say roblox fked something up
r u changing it somewhere else @jaunty nymph
wdym
that being the case is very unlikely
changing the config somewhere else
add a .Changed event to the config value and print the value so you can see if it changes and is being overwritten somehow
@jaunty nymph I recommend just creating Console.Print for EVERYTHING, so console looks like this:
Placed character2 in range of character1
Character1 buffed ch2 by [StatsArray]
Character1.ValueName is being changed to value ??
Just post whole console after this here and maybe someone spots the issue
this is smart
I didn’t think of that
Agree
I did
show the output
The best rule for debbuging is to write a book of actions in log
Upon the change, it will print the stat
it doesn't change?
I really recommend something like this, those small screenshots of one specific issues arent helping
We need full picture 😄
my point exatly
ok
show ur entire code
so ur saying u want it to change cooldown and not range?
or whats the end goal
He is changing value, but the value is not changed
It can switch settings to buff different stats
But yeah, just show entire script
wait so what is the problem? whats not workign rn
can see code?
Here guys
i would say u r overwriting it somewhere
how do I paste the script here
pastebin or format it to script
Hi
just cntrl c and cntrl v and if its too long then it'll make it into a file
wheres the changed event
I made a combo system, idk if its any good or it can be improved can i have some feedback pls
local Val = script.Parent.Config.Range
Val:GetPropertyChangedSignal('Value'):Connect(function()
print('Range:'..Val.Value..'(Server)')
end)
local tower = require(script.Parent.Main.Tower)
local towersFold = workspace:FindFirstChild('Towers')
if towersFold then
towersFold.ChildAdded:Connect(function(newT)
for _, t in towersFold:GetChildren() do
if t:IsA('Model') then
if t:FindFirstChild("mai") then
print('BugfixTest')
tower.DJ(t)
end
end
end
end)
end
What is this?
for i, targetTower in workspace.Towers:GetChildren() do --for i, targetTower in ipairs(workspace.Towers:GetChildren()) do
if targetTower:FindFirstChild('mai') then
continue
end
heres my code
mai is the name of a part in the tower that gives boosts
So there is not range check, just if "mai" is built?
so your prints show that its changing but the PropertyChangedSignal dosn't say its changing?
range check is the mag
The weird thing is this script runs and prints 4.5 (default value for range)
Meaning the value did change
But reverted back for some reason
if range and range.Magnitude < 20 then
@jaunty nymph
so it never printed before hand?
local Val = script.Parent.Config.Range
print('Before Range:'..Val.Value)
Val:GetPropertyChangedSignal('Value'):Connect(function()
print('Range:'..Val.Value..'(Server)')
end)
add this
local targetConfig = targetTower:FindFirstChild("Config")
So its target config of MAI?
Yeah I think thats the thing
or I am blind
I put continue in it tho
So should that make it skip that item in the getChildren?
yeah it will make it skip it
@hasty mesawoa ko ti po?
TargetTowerName is mai, why is there FindFirstChild mai?
can you show the prints thats happning now
like all of the prints
ok
no mai is the name of a part inside the tower model for the tower that gives boosts
wait you're onto something
what happened to these prints
or is that
happning before
all of these
omds
can you please make like a rangeValue varaible = targetConfig.Range.Value or sum
pretty sure the BeforeRange is for OriginalRange
is there any prints before this
I printed what the number means before printing the number
nope
whats the base range
4.5
@jaunty nymph can you print the full name in these two prints
does this happen when you place the tower down?
or this logic
is it ran right when you place the tower down
yes
the dj or a new tower?
Any tower
local tower = require(script.Parent.Main.Tower)
local towersFold = workspace:FindFirstChild('Towers')
if towersFold then
towersFold.ChildAdded:Connect(function(newT)
for _, t in towersFold:GetChildren() do
if t:IsA('Model') then
if t:FindFirstChild("mai") then
print('BugfixTest')
tower.DJ(t)
end
end
end
end)
end
I have this regular script in server script service
Mai is a part inside the tower that gives the buff
Since I will give the dj upgrades, I planned to give every DJ model a part called mai
so this only runs DJ when a dj tower is added?
It runs onchildadded
but theres a mai check
So basically when any tower is placed, all towers with the mai part will run the DJ() function
I see
which is this
wouldn't this mean if you place 1 tower then place another tower the first tower will get extra buff
nvm I see that you create an instance
no, because of the checking for the 'buffed' boolValue in the DJ function
ok so somewhere you are setting the value to 4.5 again
cause of defered execution
arn't you just
reseting it here
@slate lotus
wait no flipping way 
yea but it doesn't look that good
its just default vsc font
Consolas, 'Courier New', monospace
@hasty mesa for some reason now when the towers are placed after dj is placed, they don't get the boost

Also I forgot to end the recording mb
is this the gnome code tutorial?
ye
This isn't part of the video tho 💀
cause you used return
instead of continue
Thank you so much 
And this is another instance to add to my tally of stupid bugs caused by me putting lines of code in the wrong spots
@torn edge Hello
hi
wsp?
are you going to use this account in HD from now on and not @royal linden
i got banned
but
i appel
can u please
dont do anything with that account
until i am back on it
like discord ban
i need a help with my script , my npc must not chase me when im in green team. it wont chase me if i initially get spawned in green team but if i get changed to green team from another while playing it still chases me .how do i fix this?
Any devs here ever made a custom vehicle systme
what vehicle
Hello, I've made a script that clone an part to the workspace. First time happening to me but the client can't see the modification. It has been made in a server script in the server script service. The server can see the part cloned in the workspace but the client can't, why?
share code
there's nothing wrong, it's just a clone
Then you won't get much help
RunService.Heartbeat:Connect(function()
if not player:IsDescendantOf(game) then return end
SpeedHandler:Apply(player)
local character = player.Character
if character then
local hrp = character:FindFirstChild("HumanoidRootPart")
if hrp and hrp:IsA("BasePart") then
if not ColaHandler.PlayerOwnACola(player) then
local CurrentCola = PlayerDataHandler:Get(player, "CurrentCola")
local instanceCola = ColaHandler.CreateCola(player, CurrentCola)
instanceCola.Parent = OwnedColas
end
end
end
end)
local OwnedColas = workspace:WaitForChild("OwnedColas")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ClientRessources = ReplicatedStorage:WaitForChild("ClientRessources")
local Colas = ClientRessources:WaitForChild("Colas")
local ColaHandler = {}
function ColaHandler.PlayerOwnACola(player: Player): boolean
for _, cola in OwnedColas:GetChildren() do
if cola:GetAttribute("OwnerID") == player.UserId then
return true
end
end
return false
end
function ColaHandler.CreateCola(player: Player, colaName: string): BasePart?
local cola = Colas:FindFirstChild(colaName)
if not cola then
return
end
if not cola:IsA("BasePart") then
return
end
local colaClone = cola:Clone()
colaClone:SetAttribute("OwnerID", player.UserId)
return colaClone
end
return ColaHandler
yo guys i have small proplem i do aura shop but the beams didnt work why ?
Hi, i need to one loop (small loop with some mathematics operations) for each instances of a class, wich service should i use for that? It's server-sided. It's for calculating money for the player.
yo would this work or is there a better way of doing this?
function Combat:M1()
if self.Cooldown then return end
local now = os.clock()
if now - self.lastSwingTime > self.comboResetTime then
self.comboStep = 0
end
self.comboStep = self.comboStep + 1
self.Cooldown = true
if self.comboStep > 4 then
self.comboStep = 1
end
self.lastSwingTime = now
self:PlayPunchAnim(self.comboStep)
task.delay(.2, function()
local target = self:CreateHitbox()
if target then
DamageEvent:FireServer(target, self.Damage)
end
end)
task.delay(.5, function()
self.Cooldown = false
end)
end
function Combat:M1()
if self.Cooldown then return end
local now = os.clock()
if now - self.lastSwingTime > self.comboResetTime then
self.comboStep = 0
end
self.comboStep = self.comboStep + 1
self.Cooldown = true
if self.comboStep > 4 then
self.comboStep = 1
end
self.lastSwingTime = now
self:PlayPunchAnim(self.comboStep)
task.delay(.2, function()
local target = self:CreateHitbox()
if target then
DamageEvent:FireServer(target, self.Damage)
end
end)
task.delay(.5, function()
self.Cooldown = false
end)
end
`local TweenService = game:GetService("TweenService")
local camera = game.Workspace.CurrentCamera
local TouchPart = game.Workspace.TocuhPart
local cutscenetime = 1
local tweeninfo = TweenInfo.new(
cutscenetime,
Enum.EasingStyle.Linear,
Enum.EasingDirection.InOut,
0,
false,
0
)
function tween(part1)
camera.CameraType = Enum.CameraType.Scriptable
local goal = {}
goal.CFrame = part1.CFrame
local tween = TweenService:Create(camera, tweeninfo, goal)
tween:Play()
tween.Completed:Wait()
wait(2)
camera.CameraType = Enum.CameraType.Custom
end
TouchPart.Touched:Connect(function(hit)
tween(game.Workspace.Test1)
end)
`
yo can someone tell me why it dont work+
it dont even say any error on the output
so idk how to fix it
should work
alr
A bus
i haven't made a bus, why do u ask
nvm got it
look at bot and me if you the beam didt work
if you want help me i will send the secript
try removing the animation or smth could be cause thats erroring
whats the difference between that and a car tho
bus is long
car is small
Yo I cant put a code text into discord writing this: ```lua
and it doesnt works
I use 3 backtick
hi
Bro
lua colors come when u use the right syntax
?
print("noob scripters")
FINALLY
I ALWAYS USEd THAT
AND ITS WORKING JUST RN
I always used same tag
Nvm thx
so a bus is a long car
step 1: make car system
step 2: scale X * 2
step 3: bus
long car with more wheel, more seats , big engine
failed at step 1 😔
Hello!
I am in need of help in design of function:
I have parachute minigame in progress, I need player to equip the parachute on key press (e.g. "F")
But I do NOT know how:
~ I can:
Create tool, hide backpack. Equip on keypress to char
Or create separate vehicle player gets welded onto when parachute equiped.
But the issue is I do now know which one to choose, when parachute is customisable.
Which aproach is better to use? Tool is easier but idk
do I need to do this if I want to check what is humanoid's state or is there a better way?
just make a bus and make it shorter duh
humanoid:GetState()
this is good if u wanna detect change for certain states
thanks I knew that this seems too long to be true
Any opinions? 😄
I only need to check if he is mid jump
i don't understand ur second option, wdym by separate vehicle player?
he meant make a new system for paragliders
Well just make parachute module > Attach to player > drop the logic there.
oh wait is it deprecated?
instead of using tool
no
yo when yall make m1 systems do yall use oop?
no
no
oh
Yeah I see the tool way as easiest to implement without any needs, other than animation and forces
Just looking for opinions 😄
then why doesnt it automatically show up when I type it?
but should i use oop for a ability system?
well i don't see the different tbh, which tools u set up the grip in tool, with a custom one you set the C0 you predefined
it doesnt when smt isnt clear of type i think
both are feasible, but I would just use custom for thi
if you want to
oh yeah that makes sense thanks
is it good for doing commissions?
why, just use modules
Would it be possible to rotate the tool with player? Like dive to get speed?
yes
using oop won't make yr commission good
bro chat gpt saying that i should use oop for those systems for commissions
alr what should i do
Thank you, can I just use handle with BodyOrientation to move parachute + player while player is freefalling?
should i just not use chat gpt at all?
do you what feel best
alr
no I don't mean that, just when its important or u want to save up sometime creating something you already know how to
i use chatgpt to balance my game stats
yea, i would suggest AlignOrientation
since the latter is deprecated
Great thank you, will try
alr, im just learing combat system so i like idk how to do it but ill watch tuts then
Are you doing commisions on something you need tutorial & chatGPT for?
u wouldn't need oop for a basic combat system
my goal is to be able to do commissions
Using AI for commissions is bannable
🥺
alr
AI would be undetectable in normal script
@kindred pulsar always double check ur info that you get from chatgpt, it just pulls them from the internet without filtering so sometimes it’s unreliable
