#code-discussion
1 messages ยท Page 176 of 1
are you 12
no
print("DeepWoken")
hello can anybody give me an idea of what to script that would give me more experience,keep in mind im not really a starter starter
a car?
can anyone do stud guis shops and so
Could you give me an example of "stud guis shop"?
I am a scripter for hire I could anything i cost 100 Robux for a whole game I could do anything as cheap as 10 Robux but if you smth like 500k Robux ur gonna get some things like never before
is there any good tutorial about making weapon combat systems?
Do you know that you have a pack in toolbox for "steal a" type game.
i mean
like i need a custom
scripting
i already have it uncopylocked
i still need a scripter
What do you need to be made?
I could do that if thats the only thing.
what am i doing wrong here?
seat:GetPropertyChangedSignal("Occupant"):Connect(function()
if seat.Occupant ~= nil then
local char = seat.Occupant.Parent
local hmn = char.WaitForChild("Humanoid")
hmn.JumpPower = 0
end
end
end)
Did you tried to print the occupant?
And did you do that in the script or local script.
this is a normal script
???
i mean
And btw.
can u script all?
Its char:WaitForChild("Humanoid")
bro?
Not char.WaitForChild("Humanoid")
What you requested, yes.
Huh?
did i stutter
fixing bugs for cheap
You want a lua programmer?
He prolly means a role
Public already?
yes
ok
Make something using HTTP.
colour block is not complete
Gng
but the minecraft is complete
oh lol srry
All good
srry
Dw
I would take a look at em later on and maybe buy em from you
Semme the game links in dm
ok ๐ really tnx
im back and the jumppower thing doesnt work
local seat = script.Parent
local otherSeat = script.Parent.Parent.Parent:WaitForChild("Chair1"):FindFirstChild("Seat")
local players = game:GetService("Players")
seat:GetPropertyChangedSignal("Occupant"):Connect(function()
print(seat.Occupant)
if seat.Occupant ~= nil then
local char = seat.Occupant.Parent
local hmn = char:WaitForChild("Humanoid")
hmn.JumpPower = 0
end
end)
Could you remind me, is this localscript or script?
hey guys
Hello!
why is it that all characters are effected by a single client's local script in starterplayerscripts
like I anchor one character
and it anchors all other players
but the remote events
are only sent by the single player
and not all players
Because that script works for everyone.
only the characters seem effected, not the players
If you inserted it into StarterPlayerScript.
yea true but there are some other ways and you can add all of these methods together
For example when exploits inject it creates a lag spike on most unoptimized exploits
you can try use an exploit and look at all memory stats and then compare it without
i believe thats a method arsenal used for their a/c if im not mistaken
--if not isRunning then
--local rootPart = character:FindFirstChild("HumanoidRootPart")
-- if rootPart then
--rootPart.Anchored = true
--end
-- end
local data = playerData[player]
if not data then end```
@vagrant saddle
im not crazy right
are you doing fireallclients
the whole isRunning
not in this script
but there is client vfx
Did you checked in the local script if the players name connects with current player?
no
wdym
like the whole isRunning variable
how is it global
what is wrong with the is running variable
if someone stops, it activates for all players
can u show where its defined
and anchors them all
top of the script
local script in starterplayerscripts
task.wait(0.3)
local player = game.Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
local runService = game:GetService("RunService")
local isRunning = false
backpack.ChildAdded:Connect(function(tool)
if tool:IsA("Tool") then
print(tool:GetAttributes())
CustomPackAPI:Invoke("SetToolGroup", {tool, tool:GetAttribute("ToolCategory")})
end
end)
am i missing something my backpack.childadded never fires
local UIS = game:GetService("UserInputService")
local movementKeys = {
[Enum.KeyCode.W] = false,
[Enum.KeyCode.A] = false,
[Enum.KeyCode.S] = false,
[Enum.KeyCode.D] = false
}
local function updateRunningState()
isRunning = movementKeys[Enum.KeyCode.W]
or movementKeys[Enum.KeyCode.A]
or movementKeys[Enum.KeyCode.S]
or movementKeys[Enum.KeyCode.D]
end
UIS.InputBegan:Connect(function(input, isTyping)
if movementKeys[input.KeyCode] ~= nil then
movementKeys[input.KeyCode] = true
updateRunningState()
end
end)
UIS.InputEnded:Connect(function(input)
if movementKeys[input.KeyCode] ~= nil then
movementKeys[input.KeyCode] = false
updateRunningState()
end
end)
this is at the very end of the script
which manages to see if player is running or not
In what script is this?
Local or normal script?
It dosent print anything?
Try printing tool
If it prints a tool then please tell me
Show the full script
i basically did...
most of it isnt defined
backpack is localplayer.backpack
backpack.ChildAdded:Connect(function(tool)
print(tool)
if tool:IsA("Tool") then
print(tool:GetAttributes())
CustomPackAPI:Invoke("SetToolGroup", {tool, tool:GetAttribute("ToolCategory")})
end
end)
Backpack
yeah it's all correct
did you forget to capitalise
ok
i think
yea?
why dont you just do game.Players.LocalPlayer
idk but theres no point it does the same thing
actually i do know because i dont want to type game.Players every time
@azure granite
?
player.Backpack.ChildAdded:Connect(function(tool)
if tool:IsA("Tool") then
print("Tool found")
end
end)```
works for me
i feel like the only explanation for this is that
im using a custom backpakc module
but i dont get how that can prevent the thing firing
wtf its randomly working now
??????????? i didnt change ANYTRHNG
@vagrant saddle
did you figure my issue out
im not sure why its all global for
isRunning should be a variable which isnt global
Im sorry, im busy right now.
someone give me a single script idea (i have like 3 days of experience im as begginer as you can get)
The reason it's better to use get service is because u r referencing the actual class rather then the name
Make a script which checks if player is sitting on a seat.
If u were to change the name of ur in game players service from players to something else game.players would be nil
basically a script that prints a message if you touch a part?
No.
im confused
A script that checks if a player is sitting on a chair.
.Seated
or .Sit
๐ญ
I was telling him an idea for a script.
you dont need a script 4 that
its just a check
To print players name who is sitting.
i mean i can make a part fall if a player touches it ๐ผ
alright
hopefully scripting a chair isnt hard
because i have no idea how to make a part so when you tocuh it you sit on it
breh i looked up how to make a chair and i got spoiled
local seat = script.Parent -- Assuming the script is a child of the Seat object
seat.OnStepped:Connect(function(player)
if player then
print(player.Name .. " is sitting on the chair.")
end
end)
You can just make a script that checks onsignalchanged occupant.
like what does that even mean
๐ญ
The chair has a property "seated".
how's this rock paper scissors system for 1 month of scripting experience
finished the courses 3 days ago and began doing some projects
better than me (i have 3 days of scripting experience)
nazey gimme some tips
i can barely do shi
did you watch any tutorials
i'll link you some stuff in dms
goated
what would you guys say is the best tutorials out there to learn scripting very well? i know of devkings and brawldevs scripting guides, anything else?
Its over bro
got any tips for me? i started really trying since yesterday, and i feel like im learning too slow
Its so over
looking for feedback, not cynical slander
You could of add one more screen so players see what NPC choose.
if you have any feedback, i'd appreciate it
In a month you made something youd see a 1 day beginner dev flexing
But overall its pretty nice!
in the pits of mumbai or where
What ๐ญ
I thinj thats your issue
i started actually writing scripts 3 days ago, i spent 1 month watching tutorials so i got the idea of lua's concepts
1 month of wasting time
what would your advice be then
not really
Dont listen to negativity, keep focusing on youre work.
Practicing in studio not on youtube ๐ญ
don't worry about it, i can tell this guy is trying to feed his ego while putting down others. i'm only looking for feedback by experienced scripters so i can advance towards bigger things more efficiently
Negative feedback - fuck this guy hes ragebaiting!!
that's what came to mind when someone told me to make a round-based system
nice idea, i think that'd be harder than RPS though
Not really, but for 3 days scripting and 1 month learning, it will be difficult yes.
But its very good practice.
alright, thanks
yo guys
Hello!
why does this not work?
local seat = script.Parent
local otherSeat = script.Parent.Parent.Parent:WaitForChild("Chair1"):FindFirstChild("Seat")
local players = game:GetService("Players")
seat:GetPropertyChangedSignal("Occupant"):Connect(function()
print(seat.Occupant)
if seat.Occupant ~= nil then
local char = seat.Occupant.Parent
local hmn = char:WaitForChild("Humanoid")
hmn.JumpPower = 0
end
end)
What seems to be a problem?
waitforchild might be yielding the script
just do parrent.Chair1:Findfirstchild("Seat")
its printing the occupant tho
im pretty sure jumppower does not disable ejecting from seats
its not hard
break it down
i have not worked with seats alot before but you could i guess force them to sit again if they jump
so basically
no
ok, im hiring a team that is gonna work on me for milk a brainrot, dm me for more info (i have an investor and he is gonna pay. i am hiring people for %)
humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)
yeah
yea
false
and set back to true when u want them to get out and etc
okay
is it only percentage?
Does the .Destroyed event not work
duh
yea nobodys taking that dawg
how come
milk a brainrot is wild bro
so would this lock the player in the chair forever?
local seat = script.Parent
local otherSeat = script.Parent.Parent.Parent:FindFirstChild("Chair1"):FindFirstChild("Seat")
local players = game:GetService("Players")
seat:GetPropertyChangedSignal("Occupant"):Connect(function()
print(seat.Occupant)
if seat.Occupant ~= nil then
local char = seat.Occupant.Parent
local hmn = char:WaitForChild("Humanoid")
hmn:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)
end
end)
yes
its too risky, people usually atleast have some sort of payment then percentage or just payment. So for some shitty cashgrab itd be like 500-1000 usd
but ull prob find ppl who would do it for cheap like 200-300 usd but itll be bad quality
i mean people more dedicated to work for a game usually take more precentage instead of commission based payments
i hav an investor, also there is already a game called poop a brainrot https://www.roblox.com/games/82321750197896/Poop-a-Brainrot
๐ฉ Welcome to Poop a Brainrot!
How to Play:
๐ฉ Poop Brainrots - Poop to get Brainrots, from common to mythical!
๐ Food - Buy Boosts and Food to Poop better Brainrots!
๐ธ Earn - Get better Brainrots to make more money and climb the leaderboard.
๐ Mutations - Some Brainrots have special forms that are worth more!
๐ Like and favori...
yes if u set it up correctly
but for small commissions no one is gonna take like a .1%
what did i do wrong? if it doesnt work
yes thats because they have vision for the game, work with people they know have been consistent with their games, and sign contracts
this guy wont do any of that obviously
true...
anyone wanna buy full ditto copy of sisi
what in the actual fuck is this
if u have an investor, tell them to invest in paying money for their devs too
im not playing gambling games with you dawg
this is my game
unfortunately he is only investing in ads, but they guy sure knows how to make a game a homepage game
anyone wanna buy t
like the guy is legitimately massive
Frsh is the investor
avg main page game
someone please help me the player can still jump after setting it to 0
local seat = script.Parent
local otherSeat = script.Parent.Parent.Parent:FindFirstChild("Chair1"):FindFirstChild("Seat")
local players = game:GetService("Players")
seat:GetPropertyChangedSignal("Occupant"):Connect(function()
print(seat.Occupant)
if seat.Occupant ~= nil then
local char = seat.Occupant.Parent
local hmn = char:WaitForChild("Humanoid")
if hmn then
hmn.JumpPower = 0
end
end
end)
does it print out seat.Occupant
yeah
may i ask what is supposed to be in seat occupant PARENT
wdym?
yall gimme an easy ass script to do to gain sum experience
what the actual fuck am I looking at
anyone wanna buy a cheap game
maybe something with instances
this s my game
dms for buy
how do i make my script find a player whos name is always different?
already better than poop a brainrot ๐
can u print out seat.Occupant? i may be wrong but i think u don't need to write seat.Occupant.Parent just the occupant part
๐
zero clue
im making "milk a brainrot"
WHAT
noooooooooooooooooo
its still better than poop a brainrot
is it have girl brainrot
those devs nowadays are too dedicated to get money 
sadly yes ๐
very well then
yes the seat.occupant gets printed
and what does it print
Humanoid
straight up try to change the jumppower of the seat occupant then
otherwise i'm not sure what's wrong ๐
still doesnt work
Does anyone know how to make a fish system?
I already have the docks and locations
I just need help with that
try adding "seat.Occupant.UseJumppower = true" before setting jump power
that fixed it ty
make build a brainrot trust
np
mostly cuz you MIGHT get banned for milking a brainrot ๐ญ
theoretically if someone sat on the other side of the table would this force the player sitting to be locked or wtv
seat:GetPropertyChangedSignal("Occupant"):Connect(function()
if otherSeat.Occupant ~= nil then
seat.Occupant.UseJumpPower = true
seat.JumpPower = 0
end
end)
I know how to!
can I call you in private??
Call or a message?
message
Sure, lets discuss there.
i'm not sure
I sent you a request
@dire pelican About our conversation earlier about how to force a player into a seat, it appears that you can not use SetStateEnabled on the server so JumpPower is the only alterative on the server i guess (or the less efficent way of forcing them back if they jump off)
do it on the client
i dont think jumppower will work but u can try
@empty wind fixed it, you had to put "UseJumpPower" = true
before setting jumppower
you use a server script
not a client, thats why setStateEnabled doesnt work
yeah i didnt have it as a client script
you need to set the thingy to usejumppower
thats what i said..
can someone give me a really begginer script idea that can help me learn more about instances?
make a part
create a part spawner
did that
like with while true do right?
yes
lemme see if i can do it again
''
while true do
wait()
local newPart2 = Instance.new("Part")
newPart2.Name = "partie"
newPart2.Size = Vector3.new(1.5, 3, 1.5)
newPart2.Position = Vector3.new(0, 10, 0)
end
something is missing above
this script is just so wrong ๐ญ
Oh my.
dosent even give me an error ๐
rainspawned = rainspawned + 1
while true do
if rainspawned >= 50 then
break
end
wait()
local Rain = Instance.new("Part")
Rain.Size = Vector3.new(0.5, 2, 0.5)
Rain.Position = Vector3.new(0, 10, 0)
Rain.Transparency = 0.5
Rain.Anchored = false
end
print("The Loop is finished!")```
whys dis not running
Maybe to parent it to workspace?
Like the part you made.
anyone wanna by my game
Insert the rainspawned = rainspawned + 1 into a loop
rainspawned = 0
while true do
if rainspawned >= 50 then
break
end
local rainspawned = 0
rainspawned = rainspawned + 1
wait()
local Rain = Instance.new("Part")
Rain.Size = Vector3.new(0.5, 2, 0.5)
Rain.Position = Vector3.new(0, 10, 0)
Rain.Transparency = 0.5
Rain.Anchored = false
end
print("The Loop is finished!")
still not
@vagrant saddle
while true do
if rainspawned >= 50 then
break
end
local rainspawned = 0
rainspawned = rainspawned + 1
wait()
local Rain = Instance.new("Part")
Rain.Size = Vector3.new(0.5, 2, 0.5)
Rain.Position = Vector3.new(0, 10, 0)
Rain.Transparency = 0.5
Rain.Anchored = false
end
print("The Loop is finished!")```
goku im joining
this better be good
if its bad im gonna do bad stuff
while true do
if rainspawned >= 50 then
break
else
rainspawned = rainspawned + 1
wait()
local Rain = Instance.new("Part")
Rain.Size = Vector3.new(0.5, 2, 0.5)
Rain.Position = Vector3.new(0, 10, 0)
Rain.Parent = game.Workspace
Rain.Transparency = 0.5
Rain.Anchored = false
end
end
print("The Loop is finished!")```
yo iam back
did you buy that from someone
nah i made it i took inspiration
the entire console is asset access denied
iam joining
game is black screen
very bad
that means im gonna do bad stuff

im gonna nuke code help
Rain.Parent = workspace
as the last part of the loop
nooooo
its only takes some time to load on first time
try t rejoin
Yea, youre right.
ye it loaded
Or it can be like, local Rain = instance.new("Part", game.Workspace)
well its a cool game
lacks like 10000 microtransactions
i dont think this is sellable
huh
dont
affects performance
How?
what am i doing wrong here?
local seat1 = script.Parent:WaitForChild("Chair2"):FindFirstChild("Seat")
local otherSeat = script.Parent:FindFirstChild("Chair1"):FindFirstChild("Seat")
local players = game:GetService("Players")
local GUITEXT = script.Parent:WaitForChild("table"):FindFirstChild("PlayerGUI"):FindFirstChild("Count")
seat1:GetPropertyChangedSignal("Occupant"):Connect(function()
if otherSeat.Occupant ~= nil then
GUITEXT.Text = "1/2 Players"
end
if seat1.Occupant ~= nil then
GUITEXT.Text = "1/2 Players"
end
if otherSeat.Occupant ~= nil and seat1.Occupant ~= nil then
GUITEXT.Text = "2/2 Players"
otherSeat.Occupant.UseJumpPower = true
otherSeat.Occupant.JumpPower = 0
seat1.Occupant.UseJumpPower = true
seat1.Occupant.JumpPower = 0
end
end)
How many seats do you have in mind to have?
Because this script is not really optimised.
its a script that will be placed inside each group of tables/chairs
Yea?
i wanted sell this game for 2k rbx
lol itโs a code
it is running but you never parent the bricks to workspace
so they never show up (but are present in memory)
anyone know the best way to randomize doors in an obby without loopin through like 200 instances every time? tryna keep it optimized but still make sure 1 safe door nd trap doors are placed
?
i understood 0
k
do u use ECS or OOP? Or a mix of both?
mainly OOP for now,but Im not against switching to ECS if scaling becomes an issue
makes sense
waddeyap
does anyone know how to make a backpack button using topbarplus
i do gng
do you use setcoreguienabled?
what do you need that for
to open the backpack
would any1 like to check out my portfoliowould any1 like to check out my portfolio?
what
show it
topbar has a literal .Activated event or whatever
why would you do that
it has a function yes
doesnt that jsut enable/disable roblox ui behaviour
:setImage(110581893149044, "Deselected")
:setImage(112395465308589, "Selected")
:setImageScale(.75, "Deselected")
:setImageScale(.75, "Selected")
:bindEvent("selected", function()
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, true)
end)```
yeah selected
it don't work tho
idk what you are even trying to do lol
if i want to change the current camera to something else what do i do?
vro
like to a part or something
im tryna open the backpack
why cant u just change icon based on click?
CurrentCamera.CameraSubject or you edit the cameratype n change the cframe
cant you just place the safe door first and then place the others without worrying?
could i do this then?
local newcamera = cameraPart:FindFirstChild("Camera")
currentcam.CameraSubject = newcamera
ya
Gm scripters
gm kai the robloxian (for hire)
guys is here someone skilled
will u help me
im pretty sure setcoreguienabled doesnt display the backpack, it just enables/disables its behaviour
yeah i figured that out
naming variable with big letters only
then how do i open it?
for a buck yes
why
what?
i need to help i got lobby queue to start a game but i want it to tp me into to game not in to another lobby but when its already running players cant join
sql is programming language where every word is typed with big letters only
(most of the time)
gg nobody will help
so why should i do that in lua
i mean its 50-120 lines of code no one is going to type it for you
u shouldnt
what did i do wrong then lol
i got the teleport but idk how to fix it to teleport me into game like in lobby not to another place
there was no need to name it "GUITEXT" instead "GuiText"
u need thing called universe id not place id if you got script already
there might be the mistake
just ask chatgpt tbh
you need the multiverse id too
oh yh thats just cus i had caps on lol
no
anyone here hiring scripters for usd?, my post didn't go thru so time to look like a homeless guy ๐
what more i need lol
will you really bring the rules channel there because my post aint getting approved
id not say allat if it wasnt for me waiting a decade
the observable universe id
your not pro coder enough then
seat1:GetPropertyChangedSignal("Occupant"):Connect(function()
local newCamera = cameraPart:WaitForChild("Camera")
currentcam.CameraSubject = newCamera
if seat1.Occupant ~= nil then
UpdateGui()
seat1.Occupant.UseJumpPower = true
seat1.Occupant.JumpPower = 0
end
end)
do you know what i did wrong here?
dms?
are ypu slow or
my post didnt get reviewed yet
no you just need to be patient
or get real job
hope this helped
another 30 decades
a job as a minor mm
go work in mcdonalds
id rather enslave myself than work for a mcdonalds
what a idea you got might as well get a grammy
seems like you dont
Is there anyone who has any cheat scripts i can use to test my anti cheat system?
are you also the type of guy to remind the teacher about homework
just look at #code-help when its night you'll see true rule breaking
im busy sleeping at night
anyone mind helping me? the camera doesnt change in this
seat1:GetPropertyChangedSignal("Occupant"):Connect(function()
local newCamera = cameraPart:WaitForChild("Camera")
currentcam.CameraSubject = newCamera
if seat1.Occupant ~= nil then
UpdateGui()
seat1.Occupant.UseJumpPower = true
seat1.Occupant.JumpPower = 0
end
end)
Who needs a scripter (free)
thats nto how changing camera in roblox works
how do you do it then?
who needs a scripter (enslaved)
Each playere has a client sided camera which handles the camera movement
that one you it right
however CameraSubject is a property on where the camera will focus on a humanoid or part (except when its camera type is set to scriptable or fixed)
not a camera
oh so if i do this in a localscript?
seat1:GetPropertyChangedSignal("Occupant"):Connect(function()
if seat1.Occupant ~= nil then
local newCamera = cameraPart:WaitForChild("Camera")
currentcam.CameraSubject = newCamera
end
end)
no lol did u not read what i said
what is it to change the camera then?
are you trying to change camera coords?
i want to make it so if a player is seated the camera pov switches to the cameraparts pov
and is locked there
I need some scriptures to Fox some bugs and add/removes stuff for me in my game. Paying with Robux dm me if interested
it basically is the position and rotation of the camera
to change it via scripting, you need to set the camera type to scriptable and then change the Camera CFrame property to desired
yeah thats prob what im tryna do so would i change the currentcamera.CFrame to newcamera.CFrame?
.
yes but before typing that line you also have to change the currentcamera type to scriptable
like this?
seat1:GetPropertyChangedSignal("Occupant"):Connect(function()
if seat1.Occupant ~= nil then
currentcam.Scriptable = true
local newCamera = cameraPart:WaitForChild("Camera")
currentcam.CFrame = newCamera.CFrame
end
end)
oh wai
no
what are you trying to create
trying to change the camera if the player sits on a seat
local newCamera = cameraPart:WaitForChild("Camera")
seat1:GetPropertyChangedSignal("Occupant"):Connect(function()
if seat1.Occupant then
currentcam.CameraType = Enum.CameraType.Scriptable
currentcam.CFrame = newCamera.CFrame
else
currentcam.CameraType = Enum.CameraType.Custom
end
end)
make sure the script is a client context script
because the camera behaviour of each player is controlled clientsided
oh yeah mb lol
just remove the not
does the newcamera need to be scriptable?
no you just use its cframe not the object itself
i must be stupid cause this shit still doesnt work
local currentcam = workspace.CurrentCamera
local newCamera = group:WaitForChild("CameraPart"):FindFirstChild("Camera")
seat1:GetPropertyChangedSignal("Occupant"):Connect(function()
if seat1.Occupant ~= nil then
currentcam.CameraType = Enum.CameraType.Scriptable
currentcam.CFrame = newCamera.CFrame
else
currentcam.CameraType = Enum.CameraType.Custom
end
end)
you know the fix?
are u good at it
it should work if you use it on a localscript
I do this in one of my games, idk why it wouldn't work
local function updateCamera(cameraDestination: BasePart, cameraLookAt: BasePart)
previousCameraCFrame = camera.CFrame
camera.CameraType = Enum.CameraType.Scriptable
local goalCFrame = CFrame.lookAt(cameraDestination.Position, cameraLookAt.Position)
local tween = Tween:Create(camera, tweenInfo, {CFrame = goalCFrame})
tween:Play()
end
wait
should the part have a camera that u switch too?
or is it just a part
cause im switching from currentcam to a camera inside a part
You just set the CurrentCamera's CFrame to that of the CFrame you want it to be at
@frigid mica hi i was impressed by your flight physics, is it possible that i can give you mine to help tweak out and fix a few bugs?
i just need it working realistically, its like 85% there
cant rn busy with a commission
oh, when are you next available?
do u guys have any tips for someone whos new to coding
yeah is the new one supposed to be a camera
no
yeah
depends on his system
okay
if the camera contains the cframe data then no, but if the part has it then yes
problem is i dont think he knows
it still doesnt work
He def does not have a system xD just use the CFrame of the BasePart
i dont but the camera still wont switch im gonna start tweaking
local group = script.Parent.Parent.Parent
local seat1 = script.Parent
local players = game:GetService("Players")
local currentcam = workspace.CurrentCamera
local newCamera = group:WaitForChild("CameraPart")
seat1:GetPropertyChangedSignal("Occupant"):Connect(function()
if seat1.Occupant ~= nil then
currentcam.CameraType = Enum.CameraType.Scriptable
currentcam.CFrame = newCamera.CFrame
else
currentcam.CameraType = Enum.CameraType.Custom
end
end)
show me wheres ur script
yeah
cause i have a feeling you are either using a server script, you have a local script on workspace or worse
xD
game.Players.PlayerAdded:Connect(function(plr)
local character = plr.Character or plr.CharacterAdded:Wait()
local hum = character:WaitForChild("Humanoid")
setTableStatus.setStatus(1, "0/2 Players")
setTableStatus.setStatus(2, "0/2 Players")
setTableStatus.setStatus(3, "0/2 Players")
hum.Seated:Connect(function(isSeated, seatPart)
if isSeated then
local tableName = (seatPart.Parent.Parent.Parent)
setTableStatus.setStatus(tableName, "1/2 Players")
else
setTableStatus.setStatus(tableName, "0/2 Players")
end
end)
end) how could i able to use tablename in the else statement
is any1 needs help with scripting lmk
a) Use Character Added event here
b) is set table status a module?
ya s
it is a module
is ti a publicly available one? cause if so ive never heard of it nor used it
or unless is one you amde for custom system
what i mean by tables is a table in the game
its a custom system
local setTableStatus = {}
local ReplicatedStorage = game:GetService("ReplicatedStorage")
function setTableStatus.setStatus(tableName, newStatus)
local statusName = tostring(tableName) .. " Status"
local statusValue = ReplicatedStorage:FindFirstChild(statusName)
if statusValue and statusValue:IsA("StringValue") then
statusValue.Value = newStatus
return true
end
return false
end
return setTableStatus
Ah gotcha im assuming its one of lobby teleporters right?
Guys do roblox bug rn ?
Chess
no
yk that trend on tiktok where they put wasami under sushi
wasabi*
not wasami im cookied
well i will actually tell you that you should change the system for 2 reasons
go ahead
tbh i worked on this all day lol
and i dont know any more solutions
the way you get which table the player seated is a bit convoluted and will also trigger on seats that are not related to this
what i would do is instead of checking for players via the Humanoid.Seated event
you can have a modular model that has seats where a script listens to when a player sits
Seats have a property called occupant
whenever a player sits on it, this property references the players humanoid
i see what u mean im looking at docum.
yes
its more than 2 plays
well im gonna make the assumption it is for the sake of example
players but if i make it 2 players i might as well make a matchmaking system
ok tbh matchmaking system is fine
i would like to do that
you could write this script to detect when theres 2 players
i am looking for scripters that are interested in working for a studio (it has an investor), dm me for more info
anyone know if theres a way to try on any emote in game?? its like impossible to load in animation id of a emote
there was a plugin
but i forgot
naps are you a kidnaps
HAHA get what i did here?
ok but i just need the emote
bro
local Model = script.Parent
local Seat1 = Model.Seat1
local Seat2 = Model.Seat2
local SeatList = {Seat1,Seat2}
local PlayerCountDisplay : StringValue
function CheckForSeatedPlayers()
local OccupiedSeats = 0
for i, Seat in pairs(SeatList) do
if Seat.Occupant then OccupiedSeats += 1 end
end
PlayerCountDisplay.Value = OccupiedSeats.." / "..#SeatList
if OccupiedSeats >= #SeatList then
--> StartGame
end
end
for i, Seat in pairs(SeatList) do
Seat:GetPropertyChangedSignal("Occupant"):Connect(CheckForSeatedPlayers)
end
damn bro i appreciate it
Its an approach to the problem u doing and i made it so you could add any seats to the list
is the modular script?
ya i see
thanks bro
nah this would go on a normal script, what i mean with modular system is make it so any changes you make to the script be reflected in each table
and theres many approaches to do this
ohh oka y
thanks man
you know if theres a way to make the player jump?
also depends whats the game the studio making about
lame
that means that milk a brainrot would have 1k ccu minimum
pretty sure thats not how it works
i mean it is the same quality
indeed thats not how it would work
but anyways i do need scripters
anyways how do you make a player jump lol can u do .Jump?
depends, when do you wanna make the player jump?
if you wanna force a player to jump
button clikc
you use this
i want to force the player out the seat
Humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
can i do this?
local button = script.Parent
button.MouseButton1Click:Connect(function()
local player = game.Players.LocalPlayer
local chr = player.Character or player.CharacterAdded:Wait()
local hmn = chr:WaitForChild("Humanoid")
hmn.JumpPower = 50
hmn:ChangeState(Enum.HumanoidStateType.Jumping)
end)
yes
BUT i would rewrite some of the code to be cleaner
but yes that would do it
how would i make it cleaner? im kinda new to all this
its on how to retrieve the humanoid variable
since ur using GUI, you have to account for the fact that the Character could reset
and while you can make it so GUI can be refreshed once a character dies
sometimes its better to not have this turned on
so id do this
local Button = script.Parent
local Player = game:GetService("Players").LocalPlayer
local Character : Model = Player.Character or Player.CharacterAdded:Wait()
local Humanoid : Humanoid = Character:WaitForChild("Humanoid")
Player.CharacterAdded:Connect(function(NewCharacter)
Character = NewCharacter
Humanoid = Character:WaitForChild("Humanoid")
end)
Button.MouseButton1Click:Connect(function()
Humanoid.JumpPower = 50
Humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
end)
if you set that to false then you need to account for the character resetting
cause when that happens the Character variable becomes nil as the character is destroyed and a new one is made
which is what the script i sent accounts for
okay, thanks i kinda understand what your saying but whats up with the Character : Model = and Humanoid : Humanoid
ive never seen that
its explicitly state the type of variable
why do you need that?
very useful when writting code as it lets the code autofill work on variables that are created on runtime
I dont understand๐ฅฒ
have you ever ran into the problem
on where u assign a variable to example a part that is supposed to be created while playin the game
but the code autofill doesnt know that
so it wont display the autofill options you can do
it also helps with clarity and with custom variable types
lemme get a snippet of a code i have
autocomplete
the suggestions it gives u while u type
ohh
shoulda used autocomplete word
i understand what that is but not really how this changes anything
youll understand when u understand more about coding
yall why is my VCS not syncing to studio
okay but can i skip it for now? (so i understand whats going on)
it helps for intellisense and when u use it with native it will create more optimised code
yes but keep types in mind
it is an optional thing but people who usually skip it create war crimes against humanity
booleans and task.delay
and if statements
a debouncer is a tecnique that prevents an event from triggering its code until the debouncer is set to false
example
i want to make it so this gui doesnt like enable instantly all the time since it interfenes with the script that makes the player jump since the gui gets like enabled right after
seat1:GetPropertyChangedSignal("Occupant"):Connect(function()
LeaveGui.Enabled = true
if seat1.Occupant ~= nil then
currentcam.CameraType = Enum.CameraType.Scriptable
currentcam.CFrame = newCamera.CFrame
else
currentcam.CameraType = Enum.CameraType.Custom
end
end)
Elaborate
local Debounce = false
Instance.Event:Connect(function()
if Debounce then return end --> Ends event execution if Debounce is true
Debounce = true
--> Code handling here...
task.wait(x)
Debounce = false
end)
Debounce my goat โค๏ธ
Does anyone know any really good codes for hackers
I am a decent one, what seems to be the issue sir
lol guy asking for exploits
or are youa sking for anti cheats
No I want to stop them
??
Sorry my English is bad
u cant stop them from injecting exploits they parent the exploit ui to coregui which you cant access at all
just secure server side
local debounce = false
seat1:GetPropertyChangedSignal("Occupant"):Connect(function()
if debounce then return end
debounce = true
LeaveGui.Enabled = true
if seat1.Occupant ~= nil then
currentcam.CameraType = Enum.CameraType.Scriptable
currentcam.CFrame = newCamera.CFrame
else
currentcam.CameraType = Enum.CameraType.Custom
end
debounce = false
end)
good?
Because there is like more then 20 hackers joining my game daily
what do they do
if your code isnt reliant on client side then pretty much exploits/hackers are very mild and you only need to do sanity checks
Flying, throwing people around
but usually that comes with the cost of server latency
if they are throwing people around your game has a backdoor lol
flying is possible because of networkownership but throwing others not
Aaa okie
oh you will need server side system to detect them flying around. and you cant really stop them from creating physics constraints locally on their character aside from using a hacky method which is cloning a localscript into their playerscripts with the server. a simple solution is to just disable player collisions
Thank you ๐
do check for backdoor though{
you know how i would make it so if the player leaves the occupant it goes -1?
local function UpdateGui()
local COUNT = 0
if seat1.Occupant ~= nil then
COUNT += 1
end
if otherSeat.Occupant ~= nil then
COUNT += 1
end
GUITEXT.Text = COUNT .. "/2 Players"
if COUNT == 2 then
GUITEXT.Text = ""
end
if COUNT == 0 then
GUITEXT.Text = "0/2 Players"
end
end
This approach is very bad
because if you wanna add more seats
ur just fucked and have to copy and paste more code
ironically the other code i made for the dude will help ya here
local Model = script.Parent
local Seat1 = Model.Seat1
local Seat2 = Model.Seat2
local SeatList = {Seat1,Seat2}
local PlayerCountDisplay : StringValue
function CheckForSeatedPlayers()
local OccupiedSeats = 0
for i, Seat in pairs(SeatList) do
if Seat.Occupant then OccupiedSeats += 1 end
end
PlayerCountDisplay.Value = OccupiedSeats.." / "..#SeatList
if OccupiedSeats >= #SeatList then
--> StartGame
end
end
for i, Seat in pairs(SeatList) do
Seat:GetPropertyChangedSignal("Occupant"):Connect(CheckForSeatedPlayers)
end
you jsut have to adjust the logic to your code
do just create a instance of playercountdisplay and parent it in the mode
i js cleaned up code
now i got to here
if u want to use this do collectionservice
whats PlayerCountDisplay supposed to be
its a stringvalue inside the model or what
well i dont exactly know where urs is so you just gotts set the path to reference it
same question i asked lol
didnt read what i said
ok
in ur case that would be the gui text ur changing
its not a one on one code for you though, you have to adapt the working code to ur system
how would i make another place the starting place for a menu shall I just use a script to teleport the player to the menu?
open the asset manager window
y
theres a button called places
click it
then right click and option appears named "create new place"
okay it says add new place
but im trying to make the new place the starting place
oh that one is not an option directly
for that just create a new place, publish the old starterplace cotnents to that new place
then publish the stuff you want to be for the starterplace
uhh idrk how to publish the old starterplace to that new place
would just using a script be better
go to the old starter place
then click file
publish to roblox as
go to your game
then it prompts u to select where u wanna publish the changes, select new place or the blank place that u created
i did it thank you
np
yo guys what should I learn first in coding
Theres (basically) no such thing as anti cheat, its your code thats the issue, server side verification is extremely important for all kinds of stuff from admin menus to shops. You can also make checks for flying, super speed and noclipping
Okie ya I am working on it
HALLLO
-- Game Services
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local MAX_WALK_SPEED = 24
local MAX_JUMP_HEIGHT = 7.5
Players.PlayerAdded:Connect(function(player)
local warns = 0
player.CharacterAdded:Connect(function(character)
local humanoid = character:WaitForChild("Humanoid")
local conn
conn = RunService.Heartbeat:Connect(function()
if not humanoid or humanoid.Parent == nil then
if conn then conn:Disconnect() end
return
end
if humanoid.WalkSpeed > MAX_WALK_SPEED or humanoid.JumpHeight > MAX_JUMP_HEIGHT then
if warns < 1 then
warns += 1
warn(player.Name .. " tried to exploit (WalkSpeed or JumpHeight)")
humanoid.WalkSpeed = 16
humanoid.JumpHeight = 7.2
else
player:Kick("Speed or jump hack detected. Bye.")
if conn then conn:Disconnect() end
end
end
end)
end)
end)
why its dont working
i cant understand
whats up with these viruses using fluidforcesensor instances
or am i missing something
anybody got the if not euqal to symbol
~
thanks
if any1 needs help with scripting dm me
ehm thats totally not suspicious
Hello Scripters! what u guys prefer? Task.spawn() or Coroutines?
task.spawn
can i know the reason for this preference??
can i send someone here like 3 bucks in crypto to fix something for me
its the most simplest fix
roblox we need to talk ahh
whats the issue
any scripters want to work on a fantasy RPG game?
@vernal timber
the status is not changing
best way to blend animations?
yo im interested
the status is not changing
idk the problem
i mean when it reaches the occupied seats >= seat list it just stops
Does :MoveTo() work on local scripts
because i moved the player using a local script and other players can see that they tpd
any1 need a discord server made dm me
so im not bugging right and that should happen?
okkk
if u change something in localscript
it will change on only client
but when i tested it it worked serversided
no idea why ๐คท
they can exploit that easliy
really
ya
yeah
thinking ab it
how come
its on the client
everything on clientside
not the server
can be changed
alright so i should fire an event
do u guys know the problem here
or should i use module script?
an event
remoteevent will work
ok!!
too lazy to read and understand
damn
if OccupiedSeats >= #SeatList then
print("Start Game for", Model.Name)
-- StartGame()
end
for _, Seat in ipairs(SeatList) do
if not Seat:GetAttribute("Connected") then
Seat:GetPropertyChangedSignal("Occupant"):Connect(CheckForSeatedPlayers)
Seat:SetAttribute("Connected", true)
end
end its really these things are the problems
question about the teleporting, does it matter if a teleport can be changed?
like whats the worst that can happen
just out of curiosity
they can go anywhere they want
idk what genre is your game
roleplay lmfaoo
but we do sometimes get exploiters but
tping doesnt matter too much right
hard rp or something like brookhaven?
brookhaven
still it will be bad
okkk
imagine someone can teleport to your house
if not Seat:GetAttribute("Connected") then
Seat:GetPropertyChangedSignal("Occupant"):Connect(CheckForSeatedPlayers)
Seat:SetAttribute("Connected", true)
end
use this
also this
haha nobody plays in the main game they bring ppl to the public server but ill do it on server side anyway
dont wanna run into bugs
if PlayerCount and PlayerCount:IsA("StringValue") then
PlayerCount.Value = OccupiedSeats .. " / " .. #SeatList
end
can be sytanx erros
idk if i did right
maybe u forgot to add value to attribute
like when u use SetAttribute
you need add anything
"test" , true
@hidden sable so remove the blue line and do that ?
do it on server side
fire the event
i fired the event
it works!!
oh
let me change that to place
i will do that
but i fixed
finally
been like a good hour
nvm
you could add event limiter
but no need for now ig
whats that
they can spam the event
debounce?
im going crazy what's wrong with this
dude whatever ๐ญ
please just help me fix it ๐ญ
im dying
ye ye one sec
why uis:IsKeyDown? just do input.KeyCode == Enum.KeyCode.Z
hes saying
if the place is
holding left contorl
i believe its a sprint script idk im guessing
you're either fucking with me or the code has like some crazy mistake
because i really don't see anything wrong with it
are u trying to make it detect if they press ctrl and z at the same tiem
yeah
local userInput = game:GetService("UserInputService")
local keysDown = {}
userInput.InputBegan:Connect(function(input, gameProcessed)
if gameProcessed then return end
keysDown[input.KeyCode] = true
keysDown[input.UserInputType] = true
if keysDown[Enum.KeyCode.Z] and keysDown[Enum.UserInputType.MouseButton1] then
print("HAHAHA")
end
end)
userInput.InputEnded:Connect(function(input)
keysDown[input.KeyCode] = nil
keysDown[input.UserInputType] = nil
end)
here you go
maybe there was a more easy way to do idk
if it doesn't print hahaha ill actually start laughing out of pain
local UserInput = game:GetService("UserInputService")
local function checkTwoInputs(input, gameProcessed)
if UserInput:IsKeyDown(Enum.KeyCode.W) and UserInput:IsKeyDown(Enum.KeyCode.X) then
print("Works")
end
end
UserInput.InputBegan:Connect(checkTwoInputs)
this works
u will see
i already tested before sending lol
i was thinking this
doesn't work
where did u put?
the fact that im using an azerty keyboard makes it more confusing
it's a local script
who uses azerty
insidestarter gui
french people
startergui?
why startergui
What is his script even?
just put it in starterplayer
will it change anything bro
also its working for me
ye should do
z + left click hold
use
local UserInput = game:GetService("UserInputService")
local function checkTwoInputs(input, gameProcessed)
if UserInput:IsKeyDown(Enum.KeyCode.W) and UserInput:IsKeyDown(Enum.KeyCode.X) then
print("Works")
end
end
UserInput.InputBegan:Connect(checkTwoInputs)
put it in StarterCharacterScripts
still will work maybe
i tried z + left click and it worked with your script lol
change yourself
starterplayer would be better ig
this means u cant even change basic script
@hidden sable is this a bad way to fire an event to the server
um
dude what
it will work probly
but why did u make this way
Hello fellow skids
it works but im just wondering if its bad for exploiters
sup
wdym
How to use Syntax for pasting scripts here?
wdym with that
Wdym
` three times and lua after
Do u mean ``` lua
remote events still can exploited
it doesn't work bro
hi
