#code-discussion
1 messages · Page 162 of 1
player execute command -> server generates 10 codes puts them into datastore -> show them to player
random player -> textbox -> enter code -> remote event -> server checks datastore -> true/false
how do i check if an instance has a property? i don't like doing this vro 🙏
what the hell
what instance
why are u checking like that? just do if is a
maybe im not understanding
what are u looking for gang
i just realized and yeah i was really tired when writing that
What are u looking for 💀
i was tired ok

lemme just check that it isnt every instance that exists so i can be sure i get the right instance
- Yes you should use a state machine (there should be some tutorals on the devforum)
- For animations I personally would use Moon Animator for ease of use since i'm not familiar with importing animations from blender.
- I don't play deepwoken
- Raycasting is probably the best method for deepwoken combat, and you can sync animations by using Animation Events.
- Add a bunch of print statements, have a bunch of dummies that do different combat actions like blocking e.t.c, and add a setting where you can toggle hitboxes to visualize them
raycasting?
theres magnitude, touched + PartsinBound hybrids, but raycasting?? how does that work
Improved load time
pretty sure deep uses magnitude though
❤️ , thx a lot
PCData.PC = {
["PC_001"] = {Rarity = "Basic", Value = 30},
["PC_002"] = {Rarity = "Basic", Value = 40},
["PC_003"] = {Rarity = "Basic", Value = 50},
["PC_004"] = {Rarity = "Uncommon", Value = 70},
["PC_005"] = {Rarity = "Uncommon", Value = 80},
["PC_006"] = {Rarity = "Uncommon", Value = 100},
}
is this a good way of storing item data in a module script?
if it fits you use case sure. make sure you initialize inventories for each player when they join
its just gonna be used to mark an item as eg "PC_001" and set the price or model of the pc to whatever value its set to in the module script thats all
maaybe more of like storing pc type properties
isntead of actual data lol
chat is there any good scripter to help me with pricing smth
thats fine
did someone offer you their services in scripting?
or are you tryna sell your own services
dms
muy bueno
tryna sell
volumetric raycasting
aka, raycast a bunch of times
never used that method, what is its up/downsides compared to other types of methods for hitbox detection?
bounding boxes are arguably the best method of hitboxes
agree
for melee
agree
for projectile you can just use a shapecast
Upsides is that it's fast and accurate
Downsides is that it's a bit more difficult to apply for irregularly shaped objects
Yo guys who wanna join me game? Dm me
if anyone needs any help with scripting lmk
how do I uhhhhhhhh
I don't believe it's faster/ more performant than touched. If you have like 1000 hotboxes in game you're better off using touched than everything shapecasting
Is not shapecasting
Any type of raycasting
Shape casting is still raycasting
Touched is more expensive than raycast
No
U have to raycast constantly but touched is connected once
Now imagine that with 100 colliders
How do you think the game engine knows whether 2 parts are touching or not?
Skids these days
local part = script.Parent
local humanoidRootPart = game.Workspace:WaitForChild("HumanoidRootPart")
part.Touched:Connect(function(TP)
wait(1)
humanoidRootPart.Position = game.workspace.TPPart2 + Vector3.new(0, 5, 0)
end)
Whats the issue with this script? it keeps showing me infinite yield possible
Then tell me how
you guys thought of using asci art to mark sections of code?
For every part in the game it compares vertex positions of nearby parts to calculate whether their meshes are overlapping
Every frame
because of the second line, unless there's a part named HumanoidRootPart on the workspace, it will wait and fail...
My guess is that you're trying to get the character, just google how to get the character from touched event
ight, tysm
It does this every physics stepped
And it's heavily optimized compared to doing your own checks every heartbeat / stepped
That's why it's faster
It's way slower than raycasting
Simply the nature of raycasting makes it way cheaper
You are only checking a line with fixed length
Checking whether a line intersects a 3d object is way cheaper than checking whether two 3d objects intersect
Wdym
How to disable i can pickup the tool if i touched it?
There's a property in the tool i believe
You're talking about generally, yes, generally raycasting is faster than touched.
But when making hitboxes, you're better off using Touched
For hitboxes, raycasts are even shorter and more performant
Anyone new too coding?
You can also use params to cull irrelevant parts
I want to learn with someone whos new so we can help eachother
I don't believe that, because you have to query all hitboxes and run raycasting on each one. ( Or create separate threads for each hitbox)
Touched is cheaper in computation and memory
There's no hitbox in the first place
It's just raycasting
No part
Parts aren't expensive
More expensive than raycasts
I don't believe that. I wanna run benchmarks on that when I get home and make sure
How do you even do collision checks with normal raycasting
Unless you're shape casting or quering space
I don't even think normal raycasts are enough to check hitbox collisions accurately
Volumetric raycasting
Cheaper than shapecast
Still accurate
Isn't that the same as shapecasting
Not really as accurate, if an object is already inside your hitbox position and it's small enough, then it won't detect it
It can only detect objects passing across the shape, and you have to be raycasting fast enough per unit time for smaller objects to be detected
is it a datastore? 🤔
nah i think its a click detector
No
You aren't gonna be detecting small objects
No, the object can simply overlap
Both can be perfectly still
Depends on the game you're making
Honestly, everything just depends on something
yo can you rename UGC after it's been uploaded
Touched is faster with a small # of objects, but extremely inefficient when detection a large amount of objects
Raycasts are just stupidly cheap
I'm trying to do a benchmark with an old surface based raycast module i made
No they stop on first hit
You need to raycast recursively for that
I must be thinking of spatial query
How does volumetric raycasting work
I assume it sorts of does multiple raycasts at once then
Bunch of raycasts in a lattice
I suppose you can have variable # of raycasts depending on an accuracy variable you decide on
Eh I don't like that
I did 20k raycasts per frame without any exclusion params
80-85 ms avg
My main concern is that complex shapes will not be accurate
That's the downside
how can u do that in the furst place
Complex shapes need to either be manually done
Or you make a function that calculates it for you
Before run time
Besides that it'd be dumb af to do hitboxes with complex shape
So I guess it has all the upsides
anyone interested, A searchable database of publicly shared QC (quality check) photos from marketplaces/agents, with tools to search by link, keyword, or reverse image.
Params didn't change much
Down to 80 ms
With 20k raycasts per frame
Raycasts are so stupidly cheap that, i was using line adornments to visualise the raycasts
But rendering the line adornments was giving me 10x lower fps than the raycasts themselves
@pine chasm
this is 200 raycasts
it fills it in pretty well
overkill for most games even
looking for a scripter to make a quick game with me, would take no more than a week, maybe two
32 raycasts
yo someone scripting and making ui? i need help fix one thing
whats up
i need fix easy thing my mind
explain whats happening
this is bug on phone
what is the bug
why u need that tho? i dont understand
Hitbox
bro what?? and you need 200 raycast for that?
32 is more optimal here
right
It was fine with 20k raycasts per frame
he said hitbox✌️
just use a raycasthitbox module if ur making hitbox dude
This is what this is
define a hitpart and put attachment on it then use a module
sheeet what kinda module did u download
🥀
This is just a visualiser on a volumetric raycast module
what u using it for?
ahh
I just used it for a rough check
Raycasts are just very cheap
You can run thousands each frame without issue
sup
your roblox display name is DEV
how desperate are you
and im more experienced than you
pipe down
nerd
i am close to finishing the brawldev begginer scrpiting and i have listen and done the learning objective do i move onto the advanced or do i do something else
dev is like having yt in your name
yap yap yap who the fuck cares about experience
only the sigmas dont tell that their a yt or dev
everyone cares lil bro\
"lil bro" im older than u
please just shut ur mouth at this point
ur bragging about shit nobody cares abt cause a guy replied with a fuckin meme LOOL
are u comparing roblox dev to driving a plane
experience only matters if ur working for someone
its warranted bc the meme was toxic
its called experience brochado
i have yt in my username pls kill me
man who cares its a meme
dont gotta protect the attacker
hey i js had to make him pipe down
nuh uh
How are you so desperate that you have to search for information about me?
checking profiles is loser shit tho he has ap oint
society is cooked
it takes one click to know your username
i had this name way before getting into scripting, DEV is just a name and does not mean devlopper
you cant js say "i made my name dev bc i thought of it and thought it was completely original"
dev can be a name, i didnt thought of it when i choose that name
well u can put stuff randomly without knowing
Can anybody help me with my script about my car spawner? I made a gui where everything works except this:
- When i change teams changer wont open
- When i press spawn car it doesnt spawn
Offering 500 ROBUX to scripter that will fix
*I promised to release it tommorow 😭 *
maybe
was he drunk or smth
are you insecure? who hurt you to be like that, i m watching netflix let me rest
for my case i put yt just cuz i saw ppl put it there without knowing 😭
now i want to nuke my account
Who wants to make a game with me
pixels hurt bro 🥀 didnt know ur this fragile
Yo bro wanna make a game
what do u mean
its a text
it has meaning
you sent an image
Yo wanna make a game
no
💀
if anyone needs a scripter that is cheap dm me
DMs
If anyone Needs a scripter for a decent price dm me.
idk why put in game i have a client memory usage of 900 if i set the streaming mode to 64 not alot changes i disable the scripts not alot changes i disable the structures not alot happens any ideas why?
how do I make the character not get locked into one direction
weld.Part0 = collider
weld.Part1 = HumanoidRootPart
local posOffset = Vector3.new(0, 0, 0)
local rot = CFrame.Angles(math.rad(90), math.rad(-90), 0)
weld.C1 = CFrame.new(posOffset) * rot```
discord is cooked
anyone know how to spawn a model on top of a cylinder without its legs going through
model? a model is not a Basepart wdym?
like an enemy model
hello Does anyone have a solution to be able to put particles in a viewportframe or not?
offset it by the length of its legs (+ half the length of the hrp)
thanks
welcome
Guys anyone want to join my team? We are already a scripter and a modeler, but anyone can join. Make sure you can communicate and be active. Dm me if you're interested!
What’s the best way to serialize instances so that they have a permanent serial (always the same) and avoid issues like duplicate part names causing conflicts?
use attributes
set an attribute of whatever serial and put it on everything u want to serialize
lol
it wont depend on names or whatever but make sure to define the object class
i mean i know how to use attributes but I want them automatically assigned and to stay permanent without having to do extra work when inserting a new model but yeah I guess this is the only true way
UUID
each part has its own unique ID
its called UUID
make a counter variable and add 1 to it every time a new instance is created
thats literally useless because u have UUIDS
bro what
what
"HeathBeat is better than RunService" ahh
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#RobloxDev #robloxGFX #ROBLOX
Quick question:
If i wanted to make a system that let players choose what outfit to wear in a game depending on their team, would that theoretically be possible?
cap
Yes
Right
And how hard would that be?
1-10 with 10 being the hardest, probably 1
I assume that means it varies depending on how its implemented?
how would i go about making a system were when the player touches a part something happens, and when a player goes of that part, the thing that happened is stopped. I tried using the like on touch thing but the issue is it isnt reliable
I suppose so. It's not difficult at all unless you make it difficult
.Touched, .TouchedEnded
I assume it'd require acess to your inventory, some way to register and change to whatever outfit you chose,detect what team you're on, and then just need to reset your character in between round transitions so the new outfit loads in
Btw, im not actually gonna make any of this, i was just curious.
Like I said, it dosent work because if the player runs it triggers and stops and triggers and stops because the players isn’t constantly touching, not what i want
make a bool for it
debounce
No clue how to do any of that if I’m being honest but I’ll watch a few videos I appreciate it big dogs
You wouldn't really need all of that.
You'd just need a way to change the outfit. That script could also contain the team-outfit combinations. The script would detect which team the player is on and give them the valid options, then when the player actually requests an outfit change you'd check their team again and whether or not the outfit they requested is allowed for them. You could then just apply the outfit, there's a method for this called :ApplyHumanoidDescription, it's bascially a way to apply a saved outfit
I barely understood anything, but you're smarter than me in this specifc subject so i'll assume all you just said is correct
I see that you meant giving them the outfit, not letting them choose from a list. The same stands, it's not too complex, it's even less complex if you're just applying an outfit when they spawn
To be clear
The player picks an outfit from their roblox wardrobe (or whatever it's called) and assigns it to a specific team
If the player ever enters that team, the game changes their avatar into the outfit they chose
That does add a slight layer of complexity because you'd have to store each player's team outfits, instead of using server-supplied outfits
I did not know that you meant outfits from their roblox profile
Nice
Yoyo, was wondering if anyone who has done scripting commissions or has knowledge could tell me whats a fair price
Like i wanna know the lowest to the highest i could/should pay
How can I get into learning lua for roblox and the programming language in general
give me 1k robux
and ill tell you
True businessman
who?
6 7 😂 ✌️
local door:
does anyone have good resources for making a tps camera or shall i just take a free model cuz scripting the camera is the hardest thing to do
whats a tps
I uploaded 42 seconds audio for my Bobby game, and it’s the deltarune door music, and it went through but it’s not public, I though it would get removed but somehow it didn’t, it’s still been there for 2 weeks and they have not deleted it. What does it mean?
someone know how to put my game on R6
How much should stuff like rebirth systems, power up systems and power pick-up system cost on an average range
I like how no one answer my simple question
avatar tab at the top, avatar settings, top right three dots, r6 only
this has been the bane of many a developer
since graphics level determines what technology you're using when it's set to automatic you can't get a good readout of what tech they're using
which is catastrophic for some games where specific technologies need specific lighting configurations
yeah
how do i change gui through a module script cuz i do a module script function for gui it doesnt work but the same thing in a normal script works
What does your code look like?
module.gui = function()
game.StarterGui.screenGui.blackBg.BackgroundTransparency = 0
end
it doesnt work when i call it in a normal or local script
this is becuase you're targeting startergui and not a specific player's playergui
the way I work around it is just disable any feature that relies on a certain graphical level (like vfx with glass), then assume low-mid quality for optimizing. If it bothers a user, they can just set it manually.
If the game requires a certain graphical lvl, then just make the player set it manually.
Is there any way to check if user has favourited game, without that annoying "Server is requesting access to your inventory"?
no
local RegisteredTools = {}
local EquippedTool = nil
local State = nil
local SkipEquipped = {}
local SkipUnequipped = {}
local LandingCFrame = Instance.new("CFrameValue")
local Stride = 0
local Bob = 0
local Sway = CFrame.identity
local JumpOffset = CFrame.identity
local AimOffset = CFrame.identity
local FieldOfView = DefaultFOV
local AimDampening = 1
local GunModule = {}
function GunModule.RegisterTool(Tool:Tool)
end
function GunModule.UnregisterTool(Tool:Tool)
end
local LastCameraCFrame = Camera.CFrame
local LastRootPartCFrame = LocalPlayer.RootPart.CFrame
RunService.RenderStepped:Connect(function(DeltaTime)
end)
UserInputService.InputBegan:Connect(function(Input, GPE)
end)
LocalPlayer.Update:Connect(function()
end)
workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function()
end)
function Equip(Tool)
end
function Unequip(Tool)
end
function Shoot()
end
function Reload()
end
--There are more functions like these
return GunModule
Guys is this a good way to handle a tool based fp gun system?
there actually is an extremely roundabout way, using a third party endpoint to ping the roblox http api.. but note that you cant offer rewards for a user favoriting a game
but note that you cant offer rewards for a user favoriting a game
against the TOS ? ||can you say why?||
does anyone knows any free player carry system
because roblox said so
you're not allowed to offer rewards for likes either
nvm, use to state it explicitly but cant find it anymore so its probs good now. The guidelines use to say:
Do not create promotions offering prizes of any sort (including contests, raffles, lotteries, chain letters or any kind of giveaway). It is okay to offer players promo codes for in-game items only so long as they are not in exchange for something (e.g., in exchange for a thumb up on your game).
Ty chat
we, yes i mean WE, love objected oriented programming
dont drag me into this
You can only hire by using the marketplace #marketplace-info
classic inheritance
What is RunContext in script?
essentially a way to get rid of local scripts https://create.roblox.com/docs/reference/engine/enums/RunContext
the main perk is using run context of client, you can make a client side script run in workspace
There were any update that made Legacy RunContext doesn't work?
here's in depth https://devforum.roblox.com/t/live-script-runcontext/1938784
Hey Developers, We are excited to announce RunContext. What is RunContext? RunContext is a property of Script that allows you to control where it will run in your experience. Initially it has the following options but we may expand on them in the future: Legacy - Scripts will run when parented to specific containers. This is identical to th...
cmon work wifi why do u take 2 mins to send 1 msg
Now theres Plugin Context
Guys is it possible to create a realistic Spillage of water from let's say a cup which has water-nature (Water merging with other water)?
yeah but not very detailed unless we get compute shader support https://devforum.roblox.com/t/simulating-water-physics-in-studio/644117
Introduction Do you want to make a natural looking waterfall? Or maybe flood a room with swimmable water? Or just have something cool to put in your portfolio? Welp here’s the tutorial for it. We’ll be using the terrian’s Fill feature to simulate water physics. We will be creating water physics like these here. ▶ Examples Theory U...
Yeah that's what I was thinking cause water physics isnt really supported properly.
real time realistic viscous fluid simulation, combined with rendering too, is pretty much unfeasible with our current technologies
the simulation rate is usually measured in seconds per frame or even minutes per frame, not frames per second
i figure out how to load a image real time into studio 💗
its not very optimized but i did it for fun messing around with it currently
is it better to just edit data directly to profile service then transfer data to the game. Or is it better to edit data in game(like leaderstats) then transfer the data to profile service.
Example: You pick up a coin or something. It adds 1 coin to the player.
Better to directly +1 coin to profile service then edit value in leaderstats. or is it better the other way around
just like normal data store dont save everytime someone gets a coin add to an number value and save that number value when the player leaves, if you do that you will hit datastore ratelimit fast.
Is there an easy way to make images with depth?
Or do I just make it in blender and then import
Idk how to explain the thing I want to do
Like, an image on front and back but at the sides it’s not flat
It’s a 3D object
what
oh
use viewports frames maybe
hi someone help me fix bug with button on mobile devices? i can pay
function Equip(Tool)
local Gun = RegisteredTools[Tool]
if not Gun then return end
EquippedTool = Tool
Gun.ViewModel.Parent = Camera
UserInputService.MouseIconEnabled = false
PlayAnimation("Equip")
end
function PlayAnimation(AnimationName, ...)
local EquippedGun = RegisteredTools[EquippedTool]
if not EquippedGun then return end
local Track = EquippedGun.Animations and EquippedGun.Animations[AnimationName]
if not Track then return end
Track:Play(...)
Track.Stopped:Wait()
end
What could be the reason of that delay/flicker when i play the equip animation? (The ViewModel is parented to ReplicatedStorage when its not equipped)
also i think you have to stop any previous animations from playing
although im not too sure
Anims overlapped
yea
The animation continues playing after being unequipped
And when you re equip it, the anims overlap
yea

how do you get better at coding i am 6 months at coding can write some modular code
Code more
@thorn arch @stoic stag it didnt fully solve the issue tho
What does it look like now
u are not helpful
There's no shortcut to success 
no tell me
any that are playing before you equip
Tell you what
There's no magic keyword that will make you better
You just need more experience
function Equip(Tool)
local Gun = RegisteredTools[Tool]
if not Gun then return end
EquippedTool = Tool
Gun.ViewModel.Parent = Camera
UserInputService.MouseIconEnabled = false
local AnimPlaying
for _, Animation in Gun.Animations do
if Animation.IsPlaying then
AnimPlaying = true
print(Animation)
end
end
if not AnimPlaying then
print("No animation playing")
end
PlayAnimation("Equip")
end
@thorn arch @stoic stag
you are just checking what is playing
but ur not stopping it

okay let me think rq
my only idea is it’s the animation itself
you are positioning the core model and then the animation takes time to play
instead of being instant
check sky frames maybe?
keycrames
keyframes
that’s al ml i can think of
i can
okay let me try
Comment out the line where you play the animation and show a vid of what it looks like
@young rock gn can’t help no mkds
okay gn
you didnt understand me
Can someone give me the bullet points in randomly picking 3 cards out of 20 cards using the GUI (The concept is like TFT). I'm thinking of putting 20 string values in a folder in the player but i dont know how to randomise it
Show the PlayAnimation function
back i can’t sleep
its here
well is it not possible to play animations in rs?
because getmarkerreached doesnt work
let me make sure
whatattt
i meant animation editor
Has to be a descendant of a world model
i’m not sure then
i mean that should be the reason of the delay
maybe when i parent the model to a world model
it takes time to
load the rig or something
so theres a delay if i immediately play the animation
You're using an animation controller right?
oh
Is this running on client or server?
no i use animator inside the humanoid
Humanoids are bulky
client
Use animationcontroller with animator inside
well yeah but
when i add animation controller
since the model already has a humanoid
the animations dont work at all
i can try again tho
Delete the Humanoid
what
Guys I'm new scripter do yh someone give me suggestions
The guideline to do it
Put 20 values in an array
i need it tho
Choose a random index between 1 and the length of the array
i use applydescription
maybe i can do that manually
how do i apply the shirt without a humanoid tho
Shirts and pants need humanoid
I have to chose it 3 times?
@thorn arch
Oh thanks
Is parenting also done on client?
yeah everything
ive been trying to fix this stupid thing since like last week
function Equip(Tool)
local benchmark = os.clock()
local Gun = RegisteredTools[Tool]
if not Gun then return end
EquippedTool = Tool
Gun.ViewModel.Parent = Camera
UserInputService.MouseIconEnabled = false
local AnimPlaying
for _, Animation in Gun.Animations do
if Animation.IsPlaying then
AnimPlaying = true
print(Animation)
end
end
if not AnimPlaying then
print("No animation playing")
end
print( os.clock()-benchmark)
PlayAnimation("Equip")
end
Run this
And show output
whats the problem?
the equipping animation has a delay
Try one thing
Don't change the parent
Just make it invisible
whats the delay here
yeah i tried that and itd probably work
but do you think there would be a problem if i had like 10 guns parented to camera?
also every other game i see uses parenting
No
I think it might be the anim ngl
something is really off
i checked it like a hundred times
i dont understand
let me make a new animation
Show it in animation editor
one minute
@thorn arch
ngl this is gonna make to throw the whole system in the trash
Play the anim then put a task.wait before the parenting code
🙏
Oh wait
I think i know what might be happening
Where do you call Equip()?
I’m trynna understand what the issue is
theres this little delay before the equip animation plays
may be hard to notice in video idk
Oh I see
This may be due to the execution pipeline
@young rock is the view model parented under the tool?
no, its parented inside the camera
No
Why not tool.Equipped?
Ok
not activated
task.delay(nil, SetVisibility, true)
PlayAnimation("Equip", 0)
this fixes it
I wonder if you delete and create a new animation every time it’s equipped?
What was it before?
The issue
I believe
Is that
Tool.Equipped can fire at any time
And when it fires before rendering is done
The viewmodel is parented
Holy moly
oh yeah
Why is the animation delayed by one frame
But the animation doesn't get started
thats why this works
Animation comes after rendering
since it waits till the next heartbeat
Ohhh I see
So for one frame
It's in the default position
Not always
wouldnt work
But it should still work
You can try it
Wait I’m pretty sure opportunists for resuming deferred threads exist pretty often
Often enough that there will be one before render
Yh but it gets resumed one frame after the animation gets played
No I mean task.defer
I can’t say for sure but I remember that opportunities for entering parallel execution is synced with deferring opportunities
no
And u can definitely enter parallel execution before render and after input
doesnt it resume it at the end of the
uh what do you call it
probably at the end of the input
yeah thats what im trying to say
Yes but it occurs a lot sooner than what youre thinking
Input is at the beginning of a frame
It would
There are many deferred cycles in a single frame, running a deferred thread after input will guarantee that it completes before render
so i should use task.delay or task.wait
both works, delay is more concise
Alr
What u have rn is good
Also I came here to ask a question of whether I should run custom physics simulation steps before or after Roblox physics simulation
@thorn arch @verbal coral thank you guys so much really
Np
It doesn't really matter
Documentation
Roblox Builder And Modeler Available For Hire
I’m a Cisco a roblox developer specializing in building and 3D modeling. I also work with a great team of partners who handle animation, scripting, and more, so we can bring full projects to life.
💰 I only accept real money payments for my work.
Looking forward to connecting and creating amazing experiences together!
Inbox me now for more
its in runservice
Roblox Builder And Modeler Available For Hire
I’m a Cisco a roblox developer specializing in building and 3D modeling. I also work with a great team of partners who handle animation, scripting, and more, so we can bring full projects to life.
💰 I only accept real money payments for my work.
Looking forward to connecting and creating amazing experiences together!
Inbox me now for more

@thorn arch oh this doesnt work with parenting 
ill just use transparency idec
oh wait
why not use preanimation
RunService.PreAnimation:Once(function()
Gun.ViewModel.Parent = Camera
UserInputService.MouseIconEnabled = false
end)
PlayAnimation("Equip", 0)
works

the playanimation function yields
i made it on purpose
No
I meant
You can replace the once
With :wait()
Then you won't have to pass a lambda
oh right
RunService.PreAnimation:Wait()
it took a single line to solve this problem i had for the last week
crazy
Yo why does your PlayAnimation function yield bruh
sry for late response. So when the data is editted. It is only editted in the game data until the player leaves
the function?
Yes
uh just this
function PlayAnimation(AnimationName, ...)
local EquippedGun = RegisteredTools[EquippedTool]
if not EquippedGun then return end
local Track = EquippedGun.Animations and EquippedGun.Animations[AnimationName]
if not Track then return end
Track:Play(...)
Track.Stopped:Wait()
return Track
end
i mean its easier to use when it yields
I cannot fw u no more erylies
what
i hope thats a module script
Writing asynchronous functions 🤮🤮🤮
i mean it is
I’d prefer to use a callback argument and return a RBXScriptConnection instead
Asynchronous flow is so hard track mentally
is it better to just do this every time
idk what yall even talking aboutbro
thats good too
join up yall https://www.roblox.com/games/129976433069815
Is there a way to filter messages I just woke up and saw a message froma friend...
Hello, would any scripter like to work on my high quality td game? I already got a scripter and we have done a lot already, but we need a second scripter. The game will release soon for a demo.
It isn't another gag td game or toilet tower defense game, but an actual high quality td game with many new mechanics and stuff.
Blueprint to 3D Mastery – Tutoring for Roblox Developers
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Iterate until your asset is Roblox-ready
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Identify your current skill level (beginner, intermediate, advanced)
List 2–3 asset ideas you want to create
Choose a session format and frequency
Gather any style references or inspiration boards
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To be paid per-task.
interesting
oh yeah there is
Textchatservice:FilterStringAsync or something like that
what do we think about using observer patterns for state management?
thank u
someone make me firstperson? i'm making big project i can pay in robux or money only paypal
who can make styles spin system? like blue lock rivals
someone make me firstperson like doors with moving head up and down and sides and with a different speed forward as well as backward and sideways i want this smooth i can pay in robux or money only paypal
why don't u guys just make a post in #scripter-hiring instead of asking here ?
because they are probably new
but you're absoloutly right
textservice
thank u princess
what is the issue
this script makes the spider follow a target but i cant make it follow the plaer nearby
the legs glitch out and stop working
its a preceduran animation script
so?
@static coral
idk how to fix it i just got you to elaborate on the issue so someone can maybe eventually help you
chat is making a train easy if i have a tutorial? never coded smth on my own in my life ever in the history of my existence ever
its considered advanced but meh, theres ways to cheese it. Plenty of tutorials on YouTube, i just recommend learning at least the basics of scripting first before going knee deep.
im just making a train for fun cuz i think it would be cool, im planning on learning to script but only in the near future
doing it the cheesy way isnt so bad in terms of scripting. Make a track. Make a platform. Weld spheres on the platform so they're just inside the track (with spheres touching), then use vector force for acceleration.
probs simplest way as it just uses roblox physics. Not the best in the world
ill try it
any scripters good with mini games? (like fisch) slide me a dm
I can for 50 usd
Thats alot dude
Of course mate, U want me to script ur game or nah
I do but I dont rlly have much on me rn
i aint gonna ask for 10 usd, that aint even worth it
I should even ask for more than 50
anyway i'm playing with yo ahh, I dont code
Whatever
Hey guys, quick question, does this look ai generated. Be honest.
If it does, how would u know?
BrawlDev or TheDevKing
Can someone help me
The pens placement is off.
scripting a cutscenees
how u animate 2 characters
that is not my animation, i dont animate so i cannot tell sorry.
Who can collab? I need a scripter/ui designer!! I can pay percentage!!
does anyone know a good way to auto move a character
like to move in a direction automatically
Humanoid:MoveTo()
bud
aint gl if this is AI generated im kinda suprised
looks good imop
u can do it with moon animator
i dont think so, it looks rlly good. what site did you use to generate it, might come in handy
a bit
Ain't nobody developing for percentage
hey there
Im a beginner scripter and I followed tutorials to make a movement system and one to make a stamina bar
However I dont quite know how to combine the two, is there anyone that could help me with that?
also is roblox down for anyone else?
just make the stamina go down while sprinting/in sprinting mode and when it's below 1 just make it go back to normal for example
I dont quite know how to make the sprint stop when out of stamina though :/
on a low rate thats 5 hours bruh, which is no time at all
good luck on the game unless its something super basic
does this apply staate for my state machine look alr? im worried removing like that may cause conflicts when i start on combat stuff
yes, the file name
and follow up question, should i handle effects like burning, poisoned etc in this too? or should it be seperate and handled in combat scripts
looks pretty ai generated to me, i think its the blending and colour scheme.
you're ai generated
watch your mouth buddy, you dont wanna get on my bad side
if youre handling effects an ECS would fundamentally be better for this
where the effects are components
imma be so fr wth is an ECS gang 😭
im new to scripting
entity component system
All about ECS! Foreword Disclaimer: Interested in a ECS library that I recently made? Check out Jecs, a stupidly fast ECS with entity relationships as first class citizens for powerful query capabilities. But keep in mind that this post will not go over the usage of it! I am basically going to copy the exact format of magnalite’s post Al...
apart of DOD
thanks a ton ill check it out ❤️
and did you mean for both the normal states and effects?
effects
assuming you have an entity that can be binded to these effects
ok cool
yes it does. its kinda obvious ngl
how new
like a two months or so of actually attempting to learn
maybe im tweaking but i rlly dont think its that bad. i imagine its gonna be smaller during use too, so i dont rlly think it'd be that obv
idk why people plug ECS libraries to new scripters
true
if you know how to use dictionaries you can make a status effect system incredibly easily
thats what i initially was gonna do, but im more than happy to learn wtv an ECS lib is
ecs is cool but its probably far overkill for what u need
im not gonna like outright say u shouldnt
but u can just create a status effect dictionary for the player and add entries in the respective effect category
it prob is but im sure it has lenty of benefits
oh definitely ive used matter ecs and it's really neat
the downside is structuring just takes a bit longer
is it like super difficult to learn or is it just a bit time consuming?
my perspective is prob a bit different cause ive been scripting for some 4 years but it was mostly just a bit tedious
i personally think its rlly cool but unneeded in 90% of cases
but it was a feature of an old framework i used to work on with a friend
alr
syyybasa
yo anyone wanna work on a semi- complete game with me not that good let me know (scripter) or (builder) dm me
whatever army this guy is in must be lucky
Whats the best way to make a car collision system?
or car crash system with damage and stuff
.cancollide
probably .can67
Im having real trouble with learning how to code ):
local CoreEvent = game.ReplicatedStorage:WaitForChild("CoreEvent")
local Player = game.Players.LocalPlayer
CoreEvent.OnClientEvent:Connect(function(eventtype, Arg1)
if eventtype == "LockBase" then
local Base = Arg1
if Base.Owner.Value ~= Player.Name then
Base.WallLock.CanCollide = true
end
for i,v in pairs(Base.Lasers:GetChildren()) do
v.Transparency = 0.5
end
for i = 5,0,-1 do
Base.LockBase.LockGUI.LockText.Text = i.." second(s)"
task.wait(1)
end
for i,v in pairs(Base.Lasers:GetChildren()) do
v.Transparency = 1
end
Base.WallLock.CanCollide = false
Base.LockBase.LockGUI.LockText.Text = i.."Lock Base"
end
end)``` Yall its showing me an error for this script anyone Help?
Which is the func that make the pop up with “like the game” appear?
Base.LockBase.LockGUI.LockText.Text = i.."Lock Base"``` this is the error
UnknownGlobal: (28,41) Unknown global 'i'
change the last
Base.LockBase.LockGUI.LockText.Text = i.."Lock Base"
to something else
i doesnt exist
because it isn't defined in the scope
guys what are your thoughts on observer patterns, whats better, observers or setter and getter global state managements
how do you get it in code format like this?
use ` 3 times and put lua and your code then the close it off with same thing as the first step
yo```
those who know 💀
local damaged = {}
for _, player in pairs(game.Players:GetPlayers()) do
local character = player.Character
if character and player.Name ~= script.Parent.Parent.Owner.Value then
local humanoidRootPart = character:FindFirstChild("HumanoidRootPart")
local humanoid = character:FindFirstChildOfClass("Humanoid")
if humanoidRootPart and humanoid then
local distance = (humanoidRootPart.Position - script.Parent.Position).Magnitude
if distance <= 10 and not damaged[player] then
damaged[player] = true
print("Damaging", player.Name, "from fireball", script.Parent.Name, "Time:", tick())
humanoid:TakeDamage(10)
end
end
end
end ```
lua
good boy
💀
It is ignoring it like the debounce isnt there
anyone here a new/beginner scripter i'm looking for a buddy or two to learn with
before anybody asks i learn better with people

no idea what you're saying
Ntg
Can someone give me some ideas on what to script next? Chat gpt gives me the same ones over and over again
I've made a simple clicker game with datastoring and rebirths until now
i would also appreciate this can u give me stuff you've also scripted
i'm very new
yes i watched them
looking to hire someone to script a mini game system dm me
i want to create a pls donate stand but i have api service and https enables but gamepasses doesn't work
ty
what i need to know to do a combat system?
so now just begin making, practice is the best way to learn ts:D
just experience
yes
im practicing a lot rn
but it's super hard
like i run into problems with thinking
get some base game idea, and expand the features, if you don’t know how to do smth what u want, check on the forums or ask chatgpt to write it and analyze the code/try to write on ur self and then ask ai for the code and see what he did and what you did
u will get that
with proper knowledge
so if i want to do a simple system i can't even come up with a proper system like i come up with complicated semi solutions
and then i look at the answer and its completely diff
like that framework is diff ykwim
yeah so write it up, and see how others are doing it by open sourced modules/tutorials, so next time you know what to do and not
yk what i mean
just practice and get some lessons from your mistakes
remember what u did wrong
alr
Greetings guys iam really eager to learn scirpting in roblox can anyone help me in it?
There’s a lot of video guides on YouTube
Try watching these
watch youtube videos look up stuff and USE THE DOCS, ALOT
And ask people here if you don’t understand something
very very useful starting out
dont copy and paste code alot
you wont learn anything
if you need to (you will starting out and even later on) look at other peoples code try to understand it
thx guys for your advice and suggestion i will watch yt videos and try to learn
can you guys accept my friend request if in case i need your help i can contact you
Okay
im new
lupus
iv been thinking about making a roblox game and want to make one with chatgpt does anyone have any idea how to do that
You dont
SDIYBT
❤️🩹❤️🩹❤️🩹❤️🩹❤️🩹
im down to learn scripting also dm me
i would also like to learn scripting whith somone
@devout knot ^
Scripters whst is more. Efficient working on multiple games in the same day ( and getting little done in each game) or working on one game at a time. ( I do the first one that's horrible ik🔥😐)
anyone know where to find any good game balancers?
put all focus into one at a time
1 game at a time
its the more logical thing
Ok
scattering your focus between different projects will only confuse you
Alr
- Remotes
- hitboxes (GetPartsInPart is a useful function)
- UserInputService + ContextActionService
- Server Side cooldowns
- how to make a State Machine
- animation events (can be used for creating hitboxes at a certain time in an animation)
- velocity objects (if you want things like dashing + knockback)
- how ragdolls work (if you want ragdoll combat)
- RunService + deltaTime
that's all i can think of that would go into an average combat system
snuck in how to make a state machine
"how to operate a state machine"
state machines can be as simple as character attributes
but that's not the best way to do it
what about observers
tysm bro
what is state machine
kind've broad when you say it like that, attributes alone cannot operate as states
research state machines, youtube, chatGPT, dev forums
this hurt my soul
asking questions in a discord is the least effective method to learn, you'll learn 10x faster by just reading a article or docs somewhere
my friend posted that on twitter
get into observer patterns or setter getter patterns for state management
http s://x.com/TotallyNotTS48/status/1956379303223943197/photo/1
can u guy smake fun of him
they're less restricting
atrributes dont allow instances.....
gr............
a basic explanation would be:
a state machine would be used to track every players current state like: blocking, sprinting, dodging, attacking...
they're great, good luck making the combat system
thank u
np
anyone good with mini games like fisch/dig? (paid)
do u know how to code? i can explain it to u
does the string type have a .lower() function
not mine
ask totallynotts48 on x
I dont use twitter and I don't plan to
BRO use msg = string.lower(msg), and dark mode
It’s called X
ok
idk how yall can do this. luau is the worst (game) scripting language I have ever used in my life
Its simplicity makes its power ✨
The only thing that really suck imo is the dev tooling which is absolutely trash compared to js/python etc
I'm a rbx ts dev for this reason but I miss lua sometimes...
just curious, would modules be a great way to pass data (specifically settings for an example: showing hitboxes) , so when the client is fully loaded in (including the data), would it be an good idea to save the data to a module that the client can access and then when the player leaves, the data currently saved would be overriden by the changes made for an example the player disables hitboxes from being shown.
Lua doesn't have classes, well ye, so use alternative to objects (ecs propaganda)
Bro this is not understanble
maybe you're a bit slow, but i'll explain it more better, ok, so, i've got a data store in which it saves the user's settings, which are customised to change certain aspects about the game, more about the visualisation (such as showing how big the hitboxes are) and so on, i was wondering if a good way to save this was through using a module, so basically, the settings that were changed are passed onto the module which then passes it back to the data store to save.
I'm not slow bruh I ve read it on the other channel
whatever you say
A module
What module
This looks like a profile
like it passes on the current settings to a local script which basically tells the script:
- what settings should be set to true and ect
yeah something like that
Then just use profile store ig
💀
?
This is just the normal way of treating preferences anyway
Idk how u d otherwise
wdym its so easy
hope you aren't saying that cuz ur struggling
its not that hard bruh
ik nobody cares but i am so happy i just made my first script
pub/sub OP
simplicity pushes the complexity else where
im seemingly reinventing the wheel for every minor feature or because the roblox API is worthless so now I need a 200+ line module to make it usable
@modest rain
Acct got limited bro
Can you send me invite to your discord server or smt
all dis til devEx stop hitting 😭
Are these rates fire? 🔥
DM me 1000 robux to script for me
i need some help with a simple script pls dm
are you okay
mods ban this guy
nah more looking to just hire someone
are character controllers actually good for making a custom movement system
stop reposting the same shit in each channel
I have a pet peeve with how the character controllers acceleration just feels like moving on ice. I would like to change that acceleration curve, but I can’t
looking for ppl to make slop games w/ (prof scripter w/ 3 yrs exp)
ok so tell my why ma2 is 30 fucking dollars now bro😭
Does anyone got a script to disable the Leaderboard when you click Tab?
I made a custom leaderboard instead.
I don't want the main one.
Yea I can dm
why dm lol
Why here
u have to turn off the core gui property in startergui
hold up rq
yea no just let incsh give u a script
scripter for free dm me
what does type mean? cus i never got shown on yt
I need the bluntest answer possible: is Lua hard if I have some background in python? (VERY LITTLE EXPERIENCE)
@woeful epoch kid has two spaces in his message
