#code-discussion
1 messages · Page 192 of 1
pov : luau skills A1 level
ur just a randy so u sont know anybody
no one asked you lil bro
you asked for help
we gave you a hint how to do it
you literally now being so mean 💀
what im i supposed to do with a hint
this aint math class
tf
im helping ppl out of kindness in geography class and YOURE BULLYING ME FOR IT
alr jimmy tuff knuckles
quit scripting then
if you cant do anything by yourself
he didnt give u a hint he pointed you in the right direction and told u whst u needed to know
scripting is about learning, doing mistakes, improving yourself, studying
bro shut up gng no one asked you shit
im timmy man not jimmy
not the chatting here for free code
alr bro we get it
OOP is better in all cases than DOP and FOP or any other technique
bait
whats dop and fop
sure looks like it works from the single image you provided
function TerrainServiceClient.GenerateNoise(self: TerrainServiceClient, x: number, y: number)
local basenoise = math.noise(
x / self.resolution * self.frequency,
y / self.resolution * self.frequency
) * self.amplitude
-- fractal noise
for step = 0, 6 do
local noise = math.noise(
x / self.resolution * self.frequency / 2 ^ step,
y / self.resolution * self.frequency / 2 ^ step
) * self.amplitude * 2 ^ step
basenoise = basenoise + noise
end
return basenoise
end
Does anyone have any tips for someone just starting out? Im a new scripter looking for help because i cant understand anything.
just do it
i recommend doing simulator games
however, make sure to learn about important stuff
such as code readablility and being able to send stuff securely (via client/server)
But i dont know how to script anything, i cant even script a door to become transparent if you touch it.
Thats how bad i am
take out models from the tool box, dont pick random ones and pick the most populare ones
so you don't get viruses
read through the code, recreate it and google what stuff means
such as 'what does instance.new() mean?`
I know what instance.new means
and look at tons of scripting videos
that's just an example
Oh
don't watch much tutorials as you might enter something called 'tutorial hell'
which in short means you rely on tutorials for everything
Alr
what do u want to make with scripting
Games, jobs, etc.
Alr
do small projects
don't make massive games at first
a simple obby is really good for a beginner
But its super boring.
what games do u find fun
Simulators, shooters and that stuff.
if you like shooters then take out a gun model and read the code
pick a simple gun model from the toolbox
and read the code
and then you could learn to make your own gun
Alr
guys can somene tell me how to disable the W and S keys permanently in the game?
like just gimme the code for it so i can paste it as a serverscript in playerscriopts
--[[
This script disables forward/backward movement (W/S keys and equivalents)
and locks the camera to the side of the player's character.
Place this script in StarterPlayerScripts.
--]]
local Players = game:GetService("Players")
local ContextActionService = game:GetService("ContextActionService")
local LocalPlayer = Players.LocalPlayer
local Camera = workspace.CurrentCamera
-- Function to block movement actions
local function blockMovement(actionName, inputState, inputObject)
return Enum.ContextActionResult.Sink -- Prevents default action
end
-- Override default movement actions (works for all input types)
ContextActionService:BindAction("DisableForward", blockMovement, false, Enum.PlayerActions.CharacterForward)
ContextActionService:BindAction("DisableBackward", blockMovement, false, Enum.PlayerActions.CharacterBackward)
-- Function to update camera position to the side of the character
local function updateCamera()
local character = LocalPlayer.Character or LocalPlayer.CharacterAdded:Wait()
local humanoidRootPart = character:FindFirstChild("HumanoidRootPart")
if humanoidRootPart then
-- Position camera further to the right side of the character, looking at the character
local offset = Vector3.new(12, 4, 0) -- 12 studs to the right, 4 studs up (further away)
local targetPosition = humanoidRootPart.Position + offset
Camera.CameraType = Enum.CameraType.Scriptable
Camera.CFrame = CFrame.new(targetPosition, humanoidRootPart.Position)
end
end
-- Update camera every frame
game:GetService("RunService").RenderStepped:Connect(function()
updateCamera()
end)
-- Also update camera when character respawns
LocalPlayer.CharacterAdded:Connect(function()
task.wait(0.1)
updateCamera()
end)
It also makes a side camera tho
StarterPlayerScripts
@slate lotus
I got this obby idea
You cant use w or s keys
And the camera is sideways
kinda
Like its stuck on the side
ohhh, so like a 2d obby?
yeah
yea sure, go ahead, i think that's a great idea!
thanks
why obby
ok
Better to learn
ok
Does anyone able to make custom quirks, I mean the entire skill VFX, maybe even a little cinematic animation if needed, willing to pay a pretty fair amount of money to get it done as soon as possible. Only issue is you’re gonna have to find a ashura united copied game to make it off of there’s tons of copies if able to do all this please feel free to DM me
guys i cant find a proper workframe for developping can you recommend one simple and organized?
I don´t recommend using a framework since they are more limiting than with just barebone modules etc. (in my opinion). Here is the layout I use in my projects:
Can someone make a roblox game im paying btw robux
local MarketplaceService = game:GetService("MarketplaceService")
local Players = game:GetService("Players")
local skips = {
{
skipPart = workspace:WaitForChild("tablic"):WaitForChild("SKIP"),
productId = 3375272745
},
{
skipPart = workspace:WaitForChild("tablic"):WaitForChild("SKIP2"),
productId = 3397374911
},
{
skipPart = workspace:WaitForChild("tablic"):WaitForChild("SKIPEND"),
productId = 3378810876
}
}
local pendingPurchase = {}
for _, data in skips do
local prompt = data.skipPart:WaitForChild("ProximityPrompt")
local hitbox = data.skipPart:WaitForChild("HITBOX")
prompt.Triggered:Connect(function(player)
pendingPurchase[player.UserId] = {
productId = data.productId,
hitbox = hitbox
}
MarketplaceService:PromptProductPurchase(player, data.productId)
end)
end
MarketplaceService.ProcessReceipt = function(receiptInfo)
local player = Players:GetPlayerByUserId(receiptInfo.PlayerId)
if not player then
return Enum.ProductPurchaseDecision.NotProcessedYet
end
local pending = pendingPurchase[receiptInfo.PlayerId]
if pending and pending.productId == receiptInfo.ProductId then
-- teleport gracza
local char = player.Character
if char and char:FindFirstChild("HumanoidRootPart") then
char.HumanoidRootPart.CFrame = pending.hitbox.CFrame + Vector3.new(0, 1, 0)
end
pendingPurchase[receiptInfo.PlayerId] = nil
end
return Enum.ProductPurchaseDecision.PurchaseGranted
end
why does it work in roblox studio but not in the game?
Are the products from teh same Experience?
Guys i need a scripter fast , cause there is a problem with my game we pay dm me fast pls
and i made a killbrick by myself
Guys i need a scripter fast , cause there is a problem with my game we pay dm me fast pls
@sullen loom
How to post
In our marketplace (#marketplace-info), we have 2 different ways of making a post; a hiring and hireable post.
Hiring posts are posts which allows you to seek for developers.
Hireable posts allow people who are hiring to find you.
Hiring post
To make a hiring post, use the command </post:0> in #cmds and fill out the required fields. Remember that the marketplace doesn't accept % if your game hasn't made profit yet!
Hireable post
To make a hireable post, you first need your respective skill role; refer to the command /tag view apps for the application link and guidelines. After you get your role, use the command </post:0> in #cmds and fill out the required fields.
Please check our Marketplace Post Rules before posting.
How to Apply
If you want to apply for a role in our community, the applications can be found here! It is highly recommended to check out our Application Rules to learn the requirements for these skill roles!
Pending Time
An application for a skill role may take up to 0-48 hours to be read. If pending beyond that time, please create a ticket using /ticket and then selecting the "Application" category in #cmds
Application Tickets
To ensure your ticket is being dealt with maximum efficiency, please link your application in the media section of the ticket. As well as specify which role you are after. Also, if you have any doubts or concerns related to applications, then you may create a ticket.
Application Tickets take 2-3 days and up to 1 week to be resolved.
Still don't know how? Watch this video to find out how!
Hey guys, is there a way to include only models in overlapparams?
like in filtersdescendantinstances
use Enum.RaycastFilterType.Include
so lua local Var = OverlapParams.new() Var.FilterType = Enum.RaycastFilterType.Include Var.FilterDescendantsInstances = Descendants
Can be done but it needs some work arounds
Models arent physical parts themselves, they only group physical parts
So youd either have to include locations you know theres only modules, or perform a check after the raycast if the part hit is indeed inside a model
yo guys i just started making my first game wanna see it
how does larger games handle leaderboards if there are like 1000 con current players? wont this over send requests?
Can someone help me?
local Players = game:GetService("Players")
local ContextActionService = game:GetService("ContextActionService")
local RunService = game:GetService("RunService")
local Workspace = game:GetService("Workspace")
local LocalPlayer = Players.LocalPlayer
local function disableMoveAction(actionName, inputState, inputObject)
return Enum.ContextActionResult.Sink
end
ContextActionService:BindAction("disableForward", disableMoveAction, false, Enum.KeyCode.W)
ContextActionService:BindAction("disableBackward", disableMoveAction, false, Enum.KeyCode.S)
local camera = Workspace.CurrentCamera
local renderSteppedConnection
local function setSideCamera()
local character = LocalPlayer.Character or LocalPlayer.CharacterAdded:Wait()
local rootPart = character:WaitForChild("HumanoidRootPart")
camera.CameraType = Enum.CameraType.Scriptable
if renderSteppedConnection then
renderSteppedConnection:Disconnect()
end
renderSteppedConnection = RunService.RenderStepped:Connect(function()
local sideOffset = Vector3.new(20, 5, 0)
local camPosition = rootPart.Position + sideOffset
camera.CFrame = CFrame.new(camPosition, rootPart.Position)
end)
end
if LocalPlayer.Character then
setSideCamera()
end
LocalPlayer.CharacterAdded:Connect(function()
setSideCamera()
end)
Why wont this work?
The W and S keys still work
gamble ?
Guys what could make sphere cast return nil? Even when it hits something
Spawn System (It is saved when you exit the game)
We show the current stage
Skip and return stage system (The stages you have already completed)
Nuclear Bomb (Kills everyone)
Skip Stage (Pay to skip)
Configuration System
• Remove background music
• Hidden players
• Change sound effects
• Invincibility (Activate gamepass that prevents death to a part like a kill)
Store with gamepass
• Invincibility (Does not die to kills)
• Fusion
• Speed
• Jump
Spectate System
• Explode player
• Slow them down for 30 seconds
• Set Jump for 30 seconds
• Set Speed for 30 seconds
• All these options must be paid for with Robux
Main Game System
• Each stage will have a timer system (from one stage to the next), and the timer will be displayed at the top of the screen. when you finish on the scoreboard of each stage
how much should i charge the guy for this?
will people ever learn how to ask for help
spectate trolling is evil
nothing less than like 20k
long list but doesn’t seem bad to me
I already have all of the systems made by other comissions, i'll try to charge 10k since ik this guy is from my country and devs from my country don't have much robux
oh that’s kind
Im having trouble wraping my head around how to connect functions to the humanoid as it doesnt exist in studio until the game is run.
i know its like findfirstchild and stuff but
its still difficult for me
if it doesnt exist yet then you should use waitforchild
altho it will break ur game if the server doesnt actually make the child
How does studio know what the child of players is though?
there would be multiple players
by using getchildren u can get all the children
in a table
uh
Do you have an example
what are you coding exactly
Im just trying to learn how to interact with the humanoid
the most basic might be a killbrick
ok
script.Parent.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild("Humanoid") then
hit.Parent.Humanoid:TakeDamage(100)
end
end)
do u get it
you mainly want to be accessing stuff through events
in this case touched event
How does it know which humanoid though
is it connecting the object that hit it
there is only one humanoid in a character
hit is the basepart that touches the part
aka script.parent
and findfirstchild finds the first child
how much rbx should i pay someone to script a game like this https://www.roblox.com/games/96114180925459/Lasso-Animals
🤠Welcome to Lasso Animals!🤠
Use your lasso to catch animals and bring them back to your plot! Upgrade your lasso and feed your animals treats to unlock mutations! Watch out, people might try to steal your animals!
[How To Lasso]
• Equip your lasso!
• Click on the animal you want to catch!
• Bring them back to your plot!
• Upgrade...
so even if you have two humanoids it just finds whichever is the first in the hierarchy
What determines the hierarchy
pay me 30k
just the order that its in in the exploreer
altho u shud never really care about that
because u shud never have two things of the same name and wanting to find one of the two
using findfirstchild
would this be a localscript tho
so its a script already assigned to each startercharacter?
no you want to use a serverscript because if u damage the player on the client it wont actually kill them
its a server script you place under the part that u want to be ur kill brick
notice it says script.parent
script means the script itself and .parent means get the parent of the script itself
yes but what you caer abut is the character
How does it differentiate between jim and joe tho in the game? they both have humanoids
when a part triggers the touched event it automatically passes the part that touched it as a parameter which i call hit
ok so what you need to understand is that :findfirstchild looks through the part on the left of it
when you do :findfirstchild you are calling a function on whatever is on the left of it
so if i do
hit.Parent:Findfirstchild
im calling findfirstchild on hit.Parent not on the whole workspace
but if you mean detecting between two characters that both have humanoids it wont differentiate them
you would have to make another if statement to check their name
i am guessing u are very new to scripting?
Ive been doing python for 2 months
but luau is different
cuz the perameters and stuff
events are diff
i would suggest following a scripting tutorial course online
and following what they do in studio yourself
I did the brawldev one
full
did you just watch or did you also do it in studio
both
ok well u shud start practicing making simple things
I understand how the syntaxes, functions, and variables and strings work.
i can change properties of objects, its literally
just the humanoid thing that gets to me
humanoid is just an object like everything else
Where can i read the documentation on all the events and stufff for luau
The difficult part of all this is just the environmental things i need to learn
its not lua problems, its the roblox engine
yk
yea
Ima just keep at it. Thank you for the help
At least its better than typescript 💀
looking for somethat knows how to make battleground combat system
they to expensive
Thats just the price of a game
yk it costs like 300k robux to script a whole gae
i just want one script
you cant make a whole combat system with 1 script
you have multiple objects
multiple things to deal with
I haven't really messed with physics stuff too much but im trying to look for any resources that have the most optimal way of coding a ragdoll system, specifically R6
Trying to make one for my project
What do you need done
battleground combat system
i just want m1 not block and stuff
How much were you looking to pay
im brokie
I mean that dosent change the amount of work it takes to make one though
You should just learn how to script and make your own its fun
i am but like am at the very edge of releasing my game i just need combat systam
you are far from release then
At Laser’s Studio, we believe teamwork creates better opportunities for everyone. While we don’t handle coding, building, or asset creation, we provide the platform, structure, and support that help games succeed under our studio name.
When a game is published through Laser’s Studio, it benefits from:
A recognized brand that adds credibility and attracts more players.
Exposure and promotion through our network, helping your game reach a wider audience.
Community trust — players are more likely to try games backed by an established studio name.
Shared responsibility in managing and growing the project.
In return, we ask for a percentage of the game’s revenue. This percentage represents the value of being part of Laser’s Studio, where your work isn’t just another game on Roblox — it’s part of something bigger, with better chances of reaching players and generating success.
You create the game. We give it a home. Together, we share in the rewards.
do big ahh
fr
sent dm
Is there anyone who can help me fix the voice chat issue in my map?
The main problem is that players' voice chat can be heard from a very long distance in my map, which disturbs other players and removes their privacy. I’ve tried several methods, but none of them have worked so far. Please help me fix this issue.
Please help me
differentiate between jim and joe
Hello, I am messaging on here to ask about a problem Im having, currently, I am making a game where the spawner pumps out dummies that walk to the other side, if i want to replace the dummies with models of meshparts like dragons and things that arent humans, how do i do that? aniamtion doesnt need to be included in the models walk as long as it walks like the dummy.
In that case if u rnt tryna pay just ask chatgpt its only m1s
in theory...
if you sacrifice your sanity...
lasers studio is a recognized brand?
goofy fix but
just make the dummy invisible and weld the model to dummy's torso
Could also just ditch the dummy and just have a movable invisble floating part which is where you weld the model
make dragon and put humanoid in him
and humanoidrootpart
gotta be ragebait
does anybody know the secret behind grab attacks??? welding kills both players once one dies and alignposition/alignorientation lag behind
how does welding kill
yo can someone help me, when I touch the coin, it doesn't make it's transparency to 1. here is my script:
--Variables
local CoinsFolder = game.Workspace.Coins
local Coins = CoinsFolder:GetChildren()
local COIN_DISABLED = false
local Players = game.Players
--Functions
local function onTouched(hit)
if hit.Parent then
local char = hit.Parent
local plr = Players:GetPlayerFromCharacter(char)
local humanoid = char:FindFirstChild("Humanoid")
if not humanoid then return end
local playerStats = plr.leaderstats
if not playerStats then return end
local coins = playerStats:FindFirstChild("Coins")
if not coins then return end
if COIN_DISABLED == false then
coins.Value = coins.Value + 1
hit.Transparency = 1
COIN_DISABLED = true
wait(5.0)
hit.Transparency = 0
COIN_DISABLED = false
end
end
end
--Loops
for index, Coin in Coins do
Coin.Touched:Connect(onTouched)
end
You have:
hit.Transparency = 1
No wonder it doesnt work. If you dont want you're coin to have its transparency to 1 then put it to how transparent you want it to be.
no, it's not that, it's that I want my coin's transparency to be 1, I literally wrote it. but it still doesn't work
we dont help with ai code here
go ask daddy gpt
gng it already wrote you code
then what taught you to use wait instead of task.wait
where did you learn this from
you write surprisingly ai like for a beginner
this is so clearly ai man
you aint the first one
write code yourself and then youll understand why its not working
Harsh
the only way to learn 'wait' nowadays is to use chatgpt
I have one day experience
But btw
from a script book called coding with roblox lua
You know the fall guys fall through thing?
no
just tell me bro
oh nvm then
yo
what
do you know the stage where you fall through stuff if you walk over it
in fall guys
? nah not rlly, why?
Ngl hidden devs is not the place to come for help. It’s full of 13 year olds who criticize instead of getting actually to the point
Does noone know about it?
lol, then what server do u recommend?
Anything but here, idk any scripting servers tho as i’m new too
ohh alr thx bro
This has happened 2 separate times to me when i posted my GFX and my Builds here, ngl ppl are assholes
SmartyRBX's discord server is pretty nice
k
There is actually helpful people there that dont criticize.
Do you guys prefer to use Roblox’s pathfinding algorithm or make A* or Djistkra from scratch? Why? Any case by case basis?
depends
How so?
for some things you need custom pathfinding
for other things u can get away with roblox but i prefer to make my own
That makes sense
is the coin a model?
For flying entities I’d likely make my own as I’m sure Roblox isn’t too fond of things like that
looking for a scripter partner
for what kind of game?
how can i script in a shiny variant of a pet?
does anyone wanna make a game w me i can do the building i just need a scripter (we will split the funds 50/50 but it will depend on how much work we both do) dm me for more details
Depends on what kind of game it is
just to improve scripting together and make whatever types of games
DMs.
does someone know how to script a system that lets you control a object as if it was your character instead of controlling the humanoid?
I want players to spawn as a model and they can move that movement and everything as if it was their humanoid
watch youtube guide about morphs
guys so i know some stuff on roblox studio yk luau but like i feel i cant do bigger stuff like games or complex stuff if yk waht i mean, can someone help
disable character auto loads and then when player added set the player character to the model
plr.character = model or i think u can use loadcharacter
and on death you need to load the character again as well
i can hellp you i think
since i know alot off building and stuff and you know alot off coding we chould possibly make games togheter if you whould like that?
how do i learn scripting
watch a scripting tutorial series
like what
i learned from peasfactory
Next part: http://www.youtube.com/watch?v=6KoZ4zKORoQ&list=PLXX6hhg4CysYf0M-_GtCEOgGlkBfrXsoJ&index=2
Watch this in full screen HD
Note: To put the script in the part, just drag and drop it or cut and paste it into the part.
Got any questions or suggestions for this video? Leave it in the comments. This is my first video so it might be a bit ...
why are we giving the poor soul a 12 year old video
it worked for me
where did you leanr from
i read the whole roblox api front to back 8 years ago
i assume what i gave you is probably better
i think i know the basics
to make a dissapearing part
that is def not necessary lol
on(touch) part freaky and kisses your cheek
learn stuff as u need it
if you know basic syntax then it's easy
have idea, try to do it, fail, google
try again, succeed
repeat for a few years
12 years ago is devious
the code is still the same
the only thing that changed is hopper bins or smthing i remember him talking about
but i think that vid is removed or smthing
anyways its literally exact same code as today
but ugly editor
Thank you for 20000 views!!
These are just to start u off
(if u cant read)
make sure all spaces and capitals are correct (or you can copy and paste)
make sure that u make the names correct ex... for door put "door"
- Button Door
Post this in button
function onTouched(hit)
script.Parent.Parent.Door.Transparency = 1
script.Parent.Parent...
this so fire
omg they used wait instead of task.wait
yoo can anyone help me with my car dealership rn you can only buy and spawn one car ad i cant get the others to work ill pay if needed
is this good https://code.visualstudio.com/docs/?dv=win64user
u def dont need whatever this is lmao
https://youtu.be/TB3kWDlXq1s?si=YTpe9twAS-veYwjx guys is this tutorial still valid >?
Thank you for 20000 views!!
These are just to start u off
(if u cant read)
make sure all spaces and capitals are correct (or you can copy and paste)
make sure that u make the names correct ex... for door put "door"
- Button Door
Post this in button
function onTouched(hit)
script.Parent.Parent.Door.Transparency = 1
script.Parent.Parent...
like onlu 18 years old
you cant repost what i already posted
always the emerald 3 complaining
i mean all the scripts work in the video except for capitalization
altho the scripts r bad
yoo can anyone help me with my car dealership rn you can only buy and spawn one car ad i cant get the others to work ill pay if needed
Oh well thsi usally gets blocked
yoo can u help me with my car dealership rn you can only buy and spawn one car and i cant get the others to work ill pay if needed
someone give me a good playlsit ot learn lua
brawldev
which ones
there is a 2 playlist on his channel 1 for beginner 1 for advanced
if u dont have any experience on lua start on beginner playlist
then watch advanced one
but dont only watch
try to make code on studio too
Ik the basics and can't even remember it
this is the gojo guy
he has a gojo pfp
?
can playing animations on the server create fling bugs?
rah
what
Who can script me a sword combat system (model, animations and vfx are already finished), dm me and we can discuss the price!!
is the price 200 robux and a thank you
fair price
the half up front is just the thank you
chat who here likes cyberpunk
can i see ur portfollio twin
yo i got a question: how are dupe scripts created for exploits in games?
For example, in Fish, there was a coin dupe a year ago, and also, in pet simulator 99, there were a lot of gem/pet dupes.
and why dont they make system against it tho
i love cp
anyone here does scripting and ui by any chance? i pay well
by pay well how well
What tweenstyle is this ?
bounce
yo im intrested
kinda bored icl
game.Players.PlayerAdded:Connect(function(plr)
Data[plr.UserId] = MainDatastore:GetAsync(plr.UserId) or DeepCopy(DefaultData)
plr.CharacterAdded:Connect(function(char)
local TotalHp = HealthModule.CalculateHealth(plr)
print(TotalHp)
local Health = HealthModule.new(TotalHp, plr)
Healths[plr.UserId] = Health
CharacterModule.DrawCharacter(plr)
end)
for Num, furnace in pairs(Data[plr.UserId].Furnaces) do
if Data[plr.UserId].Furnaces[Num].Output ~= "" and Data[plr.UserId].Furnaces[Num].Smelting ~= nil then
print(plr, Data[plr.UserId].Furnaces[Num].Output, Num)
InvHelper.StartSmelting(plr, Data[plr.UserId].Furnaces[Num].Output, Num, true)
end
end
local Jumps = CalculateJumps(plr)
local JumpsValue = Instance.new("IntValue", plr)
JumpsValue.Name = "MaxJumps"
JumpsValue.Value = Jumps
end)```
anyone know why characteradded doesnt fire?
also im prolly doing this weird but idk ;-;
LF scripter for a bleach game its a good one, dm me we got everything but a scripter
i think its just connect issues
does anyone know where i can find a in depth video or forum post about creating a roblox studio plugin?
cheese pizza bro whats wrong
probably because the client had way too much control over how the game worked
you dont need a system against that if you build your game securely
Digital footprint
This won’t be funny in a few years when people are posting it calling u a predator
looking for someone to make a naruto game with me
dupe scripts happen because the game trusts the client too much
Theres always a catch
No i'm not joking
I have to work 8 hour shifts
I don't have the time
bruh
I don't want too. For you nope. Somebody dm me 20 minutes before and i send screenshots
Bro if you asked before saying "ThErEs aLaWays A cAtCh"
Some people don't want to work on something anymore so they sell it for a batter future of game that got dust
For 1k?
I'm happy for 1K bro. I can buy my girlfriend a cool avatar.
Shes doesn't have a skin
She doesnt have skin? 
Shes default what's the matter?
Ok seriously show that game
Dm me
literally axis angles
Went to 50 average playtime a few days later
I didn’t update the game and now the stats are terrible
Holy censor
what theme
Siege defense
You defend a base while fighting waves of enemies
I lost around 10x my player count after I didn’t update for a month
Lemme see the game
dm em
how do i change the texture and meshid of an object through a script? i get this error everytime i try: The current thread cannot write 'MeshId' (lacking capability NotAccessible)
💔
Success was already there cuh Why'd you stop
not possible just make two instances in studio beforehand
Not allowed.
yo im a beginner not that great i made a dash script thoughts?
local userinputService = game:GetService("UserInputService")
local tweenservice = game:GetService("TweenService")
local player = game.Players.LocalPlayer
local dashdistance = 20
local dashtime = 0.25
local function dash()
if not player.Character or not player.Character:WaitForChild("HumanoidRootPart") then return end
local hrp = player.Character.HumanoidRootPart
local forward = hrp.CFrame.LookVector
local tweeninfo = TweenInfo.new(
0.2,
Enum.EasingStyle.Linear,
Enum.EasingDirection.Out
)
local goal = {}
goal.CFrame = hrp.CFrame + (forward * dashdistance)
local tween = tweenservice:Create(hrp, tweeninfo, goal)
tween:Play()
end
userinputService.InputBegan:Connect(function(input, gameProcessed)
if gameProcessed then return end
if input.KeyCode == Enum.KeyCode.Q then
dash()
end
end)
Looking for a scripter partner
^^
Wanna do it?
yeah bet
Alr add me
k
I got school in a second so I’ll come back after Alr?
yeah all good
Is dis nice
i'd say its alright, nice.
Thabks
hmmmm
if u use Tween
then maybe also use a raycast
so the player doesnt phase throught walls
yea
velocity would be much better
what else would u recommend then?
u dont need to check nd I guess with u get hit for example ur character reacts to it
I wouldnt say that
there are the different types of a tween
for example there is sine
you can fake acceleration with an in
then we have InOut
yes no shit but with tweening ull also float if u dash of a ledge
for a start and a brake
and u dont keep momentum
ahh by that u mean
Anyone know how TSB achieve cutscenes with effects like blacked out everything and only show some effects? I'm thinking viewport frames but stuff in viewport frames are also low quality when rendered
far away from the main map you can actually find the cutscenes
I saw that in a video once
so like a bit of modelling and camera manipulation
Ohh
I’ve seen people use viewport frames but I wasn’t so sure
well if you want to go ahead
honestly, i have a question, how'd you know about exploiting if you're a roblox dev not cheater lol
is there a channel for sharing created game/playing games together?
bro genuinely
i dont get how yall can script
like whenever i even try to do it
it just seems like another language istg\
like even learning it is harder than mandarin
Cause it is
what do u struggle with
remembering the syntax?
ngl if u just keep doing it you'll get the hang of it
its different for everyone, some people just dont have the brain for it
Surface guis
no lol
its usually rollback exploits
Thanks too
should i use a statemachine for a round system?
someone knows how to fix the coin gui from the tycoon plugin? i tried making my own tycoon from that plugin and remake it, but the problem is when i open the shop or rebirth gui and close it, the coin gui disappears
DM me if you do scripting + ui design I pay well
I don't get how people can build
In the end we all got on this earth with different abilities
looking for a scripter with around 4 years of experience, paying well hmu if interested
Coding is more like laying out a list of instructions a computer operates
Syntjax anyone can learn that
The hard part is designing the code logic
Wtf
does anybody know what i am doing wrong? i want to make random spawns but it doesnt work
local seedspawnu = math.random(1,3)
if seedspawnu == 1 then
spawnerNames = {"spawn1", "spawn2"}
elseif seedspawnu == 2 then
spawnerNames = {"spawn2", "spawn3"}
elseif seedspawnu == 3 then
spawnerNames = {"spawn4", "spawn5"}
end
local spawners = {}
i am begginer so dont hate
Well this code section doesnt do anything other select a table
And you can improve it using table indexing instead of yandere sim dev method
Yandere dev method

if then elsing is a bad idea for large scale stuff

i mean it works techncially but you will want to die maintaining it
Bad luck ig
lol
Try running it 100 times
hdym only 2 spawns
4 and 5
Motivational quotes
i think it selects 2 spawns and keeps going
without selecting 2 other before spawning
i saw that tongue
Thats not what it does at all
Do you know what a table is?
not really
i think it like... selects those 2 spawners then sends it back to you in the spawnernames variable
based on the seedspawnu
im just glancing ehre
okay so let me explain it to you
local seedspawnu = math.random(1,3) --> selects a number randomly from 1 to 3
--> Yandere dev method of comparing values
if seedspawnu == 1 then
spawnerNames = {"spawn1", "spawn2"} --> sets this table if seedspawn is 1
elseif seedspawnu == 2 then
spawnerNames = {"spawn2", "spawn3"}--> sets this table if seedspawn is 2
elseif seedspawnu == 3 then
spawnerNames = {"spawn4", "spawn5"} --> sets this table if seedspawn is 3
end
local spawners = {} --> initializes a blank table
thats what i know bro
okay well non of this code is related to setting spawners though
i dont know why it selects 2 spawns and keeps going without selecting 2 other random
you are just changing values
does the seedspawnu variable change/is the check run multiple times?
its like the id of the spawn
if its not being run multiple times after the value changes i think it'd just stay on the initially sellected spawner
well in that case ur obviously not posting all of the needed code
local spawnerNames = {"spawn1", "spawn2", "spawn3", "spawn4", "spawn5", ...}
local randomIndex = math.random(#spawnerNames - 1);
local randomSpawns = {spawnerNames[randomIndex], spawnerNames[randomIndex + 1]}
three lines, easier to understand
i asked ai to review my code and it keeps insisting i use an if statement for the lobby timer and says tick(wait(1)) is unreliable is this true?
this will yield different behaviour from what he doing
is he not getting n and n+1?
nope
ah it's 1,2 2,3 4,5
at value 3 is spawner 4 and 5
weird
local SpawnerList = {
{"Spawner1","Spawner2"},
{"Spawner2","Spawner3"},
{"Spawner4","Spawner5"},
}
math.randomseed(tick())
local n = math.random(1,#SpawnerList)
local RandomSpawns = SpawnerList[n]
naming conventions 😩
how to fix the issue where player joins the game when intermission is at its last 2 seconds cause that player doesnt get teleported its like a loading issue but I do use waitforchild and pivotTo
I think its cause I test with 3 players in studio like I do the player count 3 and press test and 3 windows pop up and it makes me kinda have ping can that be the issue
Im more of a pascal casing than camel casing
fair enough, more power to u
send the code lol we aint genies to guess what you did wrong
bro im asking if its cause I test with 3 players
if #(game.Players:GetPlayers()) >= 6 then
local gameTimer = 120 + ((#(game.Players:GetPlayers()) - 1) * 24)
return gameTimer
else
local gameTimer = 120 + ((#(game.Players:GetPlayers()) - 1) * 30)
return gameTimer
end
end``` how do i use the gameTimer value elsewhere
cause it doesnt show up
you'd need a module script or a value instance
module, bindable event
how do i make the value instance
on explorer window click right click then press insert instance/object (smth along those lines) then look up for int value
you can also add it to the global environment
oh i need to store it externally?
i see
even though its bad practice if you just testing you can do it
not recommended
yea no its for a round system so i need it stable
module script then
make sure its serversided too
you can also use modulescripts or bindable events like the other dude said
but the quick n easy one is value instances
the problem is i dont know how i would implement like each player like i did in a serverscript
game.Players.PlayerAdded:Connect(function(player) lke this thing
you jsut need to place it somewhere that its easily referenceable
do you need the round counter to eb unique for each player?
you can also just have the client request the time from the server
should i just send the whole script
i didnt bother since its like 50 lines
i think he means he wants to have all the players recieve the same time from the server
i mean go ahead but i can already tell you dont know what u want the system to work like
well in that case just one value instance on replicated storage lol
server changes the value, gets replicated for clients
game.Players.PlayerAdded:Connect(function(player)
-- Values
-- Functions
local function calculateGameTimer()
if #(game.Players:GetPlayers()) >= 6 then
local gameTimer = 120 + ((#(game.Players:GetPlayers()) - 1) * 24)
return gameTimer
else
local gameTimer = 120 + ((#(game.Players:GetPlayers()) - 1) * 30)
return gameTimer
end
end
-- Timer Values
local LobbyTimer = 60
-- Variables
local plr = player
local chr = plr.Character or plr.CharacterAdded
print(#(game.Players:GetPlayers()) )
if #(game.Players:GetPlayers()) >= 3 then
while tick(wait(1)) do
print("LobbyTimer: ", LobbyTimer)
if #(game.Players:GetPlayers()) <= 3 then
print("Player left not enough players")
break
end
LobbyTimer -= 1
print(LobbyTimer)
if LobbyTimer == 0 then
calculateGameTimer()
print("Game is starting")
-- TODO: REPLACE THIS WITH THE PLAYER CALCULATOR FUNCTION
print("GameTimer: ", gameTimer)
--TODO: GameStart
break
end
end
else
--TODO: GameNotStart
print("Not Enough Players")
wait(2)
return
end
end)```
client display the change
bro
you do realize
icel im ass at coding 🥀
that you are essentially starting a new countdownevery time a player joins
yowhat
thats what you doing lol
yeah lmao
a) ditch the playeradded event, you dont need it here
secondly you need to make it cycle over and over
so do i put the if statement in thje loop
also the function can be defined outside of the playeradd connection, you're also creating a new function each time a player joins
lemme write you a simple example
sure man
i think you just have to write down what you're trying to achieve and the steps to do it, that usually shows any holes in your logic
i already did that i got the loggic down im just downright bad at scripting man
like i just cant get the hang of it
you didnt because if you did you would have realized you're creating a new timer each time
i guess i didnt get the memo
how should i learn lua
local PlayerService = game:GetService("Players")
local Timer = game:GetService("ReplicatedStorage").SomePathToIntValue
while true do
while #PlayerService:GetPlayers() < 2 then
print("Not enough players in server!")
task.wait(1)
end
local StartRound = true
for i = 60,0,-1 do
Timer.Value = i
if #PlayerService:GetPlayers() < 2 then
StartRound = false
print("Not enough players in server!")
break
end
print(i)
task.wait(1)
end
if not StartRound then
continue
end
print("Round start!")
task.wait()
end
i dont get the if not startround part
this is an example of an intermission code behaviour
what does that boolean do exactly
a check to whether theres actually enough players to start a round once the coutndown begins
if theres not enough players it throws u back at the start of the infinite loop
why si this?
because players can leave at any point in the game, and once the timer begins theres no other checks for this
well thats kind of intentional since after the round starts its supposed to last with the initial calculation of the people in the lobby i wanted to keep the lobby intermission at a stagnant 60 seconds but make the game time dynamic
how did you guys learn coding
man you just gotta script to learn
i mean tbf i dont even know anything
copy and paste the roblox script docs link to gemini, and use this prompt "seperate the contents of this page into categories from most fundamental to complex, and teach them like im 5, im an aspiring programmer and am seeking to learn"
heres the thing, my example is for the intermisison section only
ah makes more sense
you are getting up ahead with the game core loop when you cant even do the beggining
which is the intermission behaviour
you have to learn by urself with guides, documentation and application of the research
at least how i did it
you have to finds projects to build and work on using computers, find something simple you want to make then build up from there, since you want learn lua and im assuming its for game dev you can just start on roblox, find something you wanna make learn the fundamentals, then combine what you learn to make it
How often do people use numbools? It's like booleans but instead of true false you use numbers
0 is true and anything above 0 is false
in lua 0 is a truthy value pretty sure
while #PlayerService:GetPlayers() < 2 then is the then supposed to be do ? or is there somethingg like this
i mean why wouldnt you just use them number themselves to compare tho?
wdym
but why use truthy values when you can just use booleans
if var > 0 then blah else false
and if you have to comapre number like that
exactly
just have this conditional
no point in using numbools
number < 1
like imagine you have a state and 2 scripts tryna change it to false and then back to true
- first script changes state to false
- second script changes it to false
- first script changes back to true
- second script still need this state disabled
only time where i use truthy values in my conditions is to check if a value is valid
if numbool == 0 then it's true
if numbool ~= 0 then it's false
numbool += 1 -- make it false
numbool -= 1 -- make it true
it's like bool states but any script can change it without interference
but then this becomes a 3 state thing though
bools only work with 2 states, on and off
you saying that second script is disabled in those 2 states only implies theres a third state where its enabled
wdym by second script is disabled
no scripts get disabled
alright let's think this in a fighting mechanic
imagine you have a stun right?
and there's 2 skills that do stun, but second is longer
if you use those 2 skills, stun will go off faster
thats very different though
I mean in this sense
I use this A LOT and I never notice people using the same
Literally most of my booleans are numbools, even when I don't need them
if it works it works
thats all that matters anyway
Yo wouldn't it be cool to make a metatable that does the same, but you use normal true and false and all numbers happen behind the scene
How slower metatables are compared to normal tables?
very redundant though
right
like the stun example for example you would just compare whether the stun time u applying is bigger or smaller than the current one
if its bigger then you apply stun
checking if a number is specificly a certain value has its use cases
Also many cases are not time related
but when thinking about states, you either use booleans or numbers
booleans for 2 state cases
numbers for >2 states
Nah numbools are 2 state cases
It's either == 0 (true) or ~= 0 (false), in theory
But those states can be overlapped
they aint 2 state cases because tehres implication that more states exist
In my theory no
you get 2 results only yes
but unless you specifically say theres only 2 numbers my value can take
2 states to change and 2 states to check
it aint 2 state
like the boolean but overlapping
1 2 3 4 5 all the same state
its a 3 state
you don't know what theory is?
It seems you're not getting the idea
It doesn't matter what number
you are essentially doing a condition statement
my number can take multiple values
but im only interested if its a certain value
Alright numbools and numbers are different thing
that still means that the number has a lot more than 2 states
You will defo make your scripting life worse with this mindset
but youa re just doing a condition to check if its a specified value, which returns a boolean
and that has use cases
but you are essentially converting a n state number to a 2 state boolean
It doesn't return a boolean... well unless you want to
it litterally does
if you print 1 == 1
it returns true
yes
finally you got it
yeah unless you want it to
but when comparing with if operator there's no any booleans behind the scene
its litterally what it reutrns bro
theres no more science to it
The way if works is it evaluates whether the expressions value is truthy or falsey
you are like trying sound like albert einstein discovering relative theory on conditionals
well 1 == 1 isnt a truthy comparison
Yea but the returned value is truthy
Anyways I think people are never doing this
a value being truthy means that if you plug it in without any conditional operator, it will be treated as true
And this is most common mistake to use booleans with this parallel error
For newbies
example
if 1 then
end
1 == 1 gets calculated to true and true is truthy
nothing gets calculated inside if statement
Since im doing my cooldown checks on the server should I play my animations there? Otherwise the client will keep on playing the animation even if the server doesnt allow the rest of the move to activate, or is there a different way of going about it?
i get the confusion but when we talk about truthy values it means values that arent bools
It does
only if you wanna save inside variable
Boolean’s are also truthy or falsey
I mean behind the scenes
Not talking about luau there
Like saving a boolean and then checking is slower than just doing if statement
i mean actually maybe its just when we dont use condition operators
have to research that
Yes
other than that broski treating == and ~= operators like discovering perpetual machine motion
alright I'm gonna head out benchmark metatables
can anybody help me out?
Can't you just predict the cooldown on client too?
Like you use the move on client right?
it really depends on how ur code system is based, for me animations i usually use client
because aniamtions played on server can have latency
Cant exploiters skip over if statements? Then the animation will keep on playing on their side, and they will keep on firing emote events even if they dont do the hitboxes and stuff. And animations will look glitched for everyone.
Simulate ur animations on server, play them on client
You should never be playing animations on server it’s waste of bandwidth
i see
Well... I don't know why THE FUCK roblox replicates all animations played on client, but I'm using a custom animation controller and networking system so client anims won't be replicated
this why?
rule of thumb, code logic of game on server, visuals and changing thing sonly seen to one player on client
also what if you wanna play anim on client, but because of server and lag compensation you should stop it
it will look ba
Can prolly avoid this by cloning the character on the client only
uhm for some reason my cooldown module doesnt say that its on cooldown to the client even if I set it on the server. Weird I honestly dont know why
And replicate character on server? Bro that's what I'm doing! Not even using humanoids!
I mean you can use humanoids
Ngl most answer is make ur own stuff, with buffers now it's possible
Probably never tried it
Yeah you can
just saying fuck roblox shit
yeah but lets say the exploiters skip over that. They can keep playing the animation and imagine how that looks to the rest of the players
am I delulu
well dude then answer me, why client can't play animations any time?
exploiter can literally execute ANYTHING
I made my own animator to overcome animator limitations for my uses
any animation any time?
I'm surprised no one does that, why?
Oh prob because it's useless and boring
But I mean in competitive games to feint some anims?
so either way they can keep playing whatever animation they want?
In theory yes
the client timer is so the player can start an action smoothly, the server timer is to sanity check that theres no tampering
Alright just do this
do anims on client
yup cooked
and if exploiter problem are severe just think about it then
oh alr
again
on multiplayer games the code that runs the behaviour of the game should almost always be on the server
yeah it is
what if behaviour can be client sided so it will fire instanly?
like shooting
it's misleading
sanity checks my guy
I mean that can be misleading what you said some people can see this as "do everything on server"
using client for behaviour leads to smoother experience, but server has to be involved so theres no tampering with
i dont eactly know what fps do for the sanity check
but ill assume is that they raycast both in client and server
lag compensation
so do I just:
check the cooldowns on the server and client,
let exploiters play the animations over and over again if they want,
you get the time when player shoots
get it's ping
rewind all positions and simulate the shooting
then the server checks the error distance from client raycast hit and server raycast hit
I am making an action game though, so them playing a random animation could confuse the other player
if the error is too big then theres probably tampering
nah most games
use it as it is
because time is quite precise
because client timestamps and server gets the ping without anything else, it's kinda precise
why 2 raycasts? I just do 1 from the server. If ur lag says ur hitbox went to japan or something thats on you
ofc exploiters can tamper with it, but whatever player experience is better, you can always limit the ping
because you can encounter ghost hitboxes issue
aka in client it seems like u hit
but on server it says it misses
nah best practice is one with lag compensation
thats why u determine the error
well I do use Hitbox class which has a boolean value fires to the client if I set it to true
and it like checks on both things
wait are you checking the hitbox on server AND client at the same time?
idk I just let HitboxClass do its thing
again lag compensation
get the ping by making the client send a timestamp and rewind all positions on server
it runs a check in heartbeat though
then simulate hitbox
dude you keep saying lag compesate this but dont really explain how it works lol
i know theres multiple methods
but yk some context is appreciated

There’s many kinds of lag comp yes
But it’s mainly just two methods, client side and server side
- Make client send a timestamp
- Make server get the time it took for remote to pass trough
- Depending on the time, rewind all player positions
- Inside rewind do a check
You'd prob need to make your own collision or raycast system lol
should I just use Chrono
You do or you can wait for aurora script
ok anyway Im getting to a diff topic
so I just run cooldown checks on both client and server?
nah bad idea
because of ping
server can be out of cooldown already when remote gets to the server
while client still has cooldown
vruh
wait lemme fix ti
Cooldown is easy to predict
it's not, ping is not always the same
so wth do I do 😭
i think my more important question is
how does it determine the position of the important things to consider on the rewind
so if I have a startTime on my cooldown module, and I check if its on cooldown by subtracting it from the current time and checking cooldown duration then its fine?
or is that just included in the time stamp lol
Record it
Always
That's literally what all popular shooters are doing
does this work
so server constantly records positions of players in time stamps
when client shoots
Not when it shoots
it sends a specific time stamp
Always
Yes
You could optimize it like not recording it when players are too far away but I doubt it actually may optimize something or anyone doing that
ig if you do lag compesation in client
What no?
but lag compeation on server im supposing that server cosntantly records positions in time stamps
Yeha
when a shot is fired, client sends a time when it happened
server evaluates the positions and raycast on that time based upon that information
how did you all learn luaa? im looking into learning it properly but not sure where to look at
In the moment of rewinding
theres a section for learning basics of programming with lua
then when u learn that, you can start reading roblox api
depends on where you are right know:
don't know basic syntax -> follow Doregami's advice
know basic syntax -> Roblox's Intro to Scripting
yeah, you can use this anywhere where hitboxes and raycasts are
function module:OnCooldown(Player: Player, Name: string)
if not Storage[Player] or Storage[Player][Name] == nil then
module.new(Player, Name)
end
if tick() - CooldownTimes[Player].startTime > CooldownTimes[Player].duration then
return false
end
return true
end
so I can do checks like this on both the client and server
but again you'll have to make your custom raycast or hitboxing system to do it with raw values
yeah i know python its just learning all the different script types and where to put stuff is quite confusing
what's your python knowledge at
important question
https://www.youtube.com/watch?v=9MUgLaF22Yo&list=PLQ1Qd31Hmi3W_CGDzYOp7enyHlOuO3MtC&index=1 is this playlist good for learning and when i finish what should i do to learn after
This is the first episode and beginning to become a Roblox Scripter/Game Developer! With 3 playlists (Beginner, Advanced, GUI) containing 50+ videos and 30+ hours of content, I will guide you through this journey to start making the games you want to create on Roblox!
DISCORD 📜
Join my Discord Community if you want scripting help, participat...
Who knew that in roblox the hardest thing inside lag compensation is raycasting
i would say intermediate
then you're good to go straight to API
can do everything including oop just not at a high level
lua and python are relatively similar
yeah
are you a self-learner?
like you tinker with stuff by yourself until you figure out?
if so, fairly simple: have an idea, try to implement it in roblox, fail, research, try again
repeat that loop
@proud idol thx dude got the intermission working thanks to you
i learnt python through a book and through lectures
im trying to make a game currently but im stuck on keeping a part touched
as the touched feature only fires once
right
Np
so what are you trying to make it do?
keep firing as long as you are currently touching the part?
pretty much its a game where u stand on a button and it rolls for a chance of something
Honestly ditch the video tutorials unless you have 0 knowledge
kinda like an rng game
ah a button incremental
kind of
so you have a few options
i do know some basic things but i barely remember
i could probaly explain what a script does
-> constantly raycast from the player downwards, detect a button -> you got your event
-> constantly check around the player for buttons, detect a button -> you got your event
i did it in a previous game with some friends and we used events
Do you know programmimg basics
also should i tie the lobby intermission script toa module and call it from there
-> make a zone around the button, use GetPartsInPart / GetPartsInBox / Touched
mark players that enter in an array
would it be more efficient and organised?
remove when they leave
You can if you want to
i also tried detecting if the humanoidrootpart
yeah i could
anyway of doing it in a local script to make it easier?
ah ok thats nice
fire a remote to the server when the player wants to "press"
i know like script.parent and how it changes variables so like local ("example") = workspace.part2 or whatever
i can watch a few vids on hitboxes and should be able to get it
on the server, check if the player is actually there (on the button)
if so, roll their rng luck
is there a way to make it continuously roll until they hop off?
or how to change the properties
this, on the client
oh ok nice
two ways
transparency = 1
if you need extra help ping me
Do you know what tables, functions, loops, conditionals are
no but i did leanr something about functions and loops i know there are 3 types of loops
oooh ok
i can be wrong sometimes
need help with this player frame list code. Im trying to scale the cloned frame and position it to the left of the frame, not the center:
local frame = MainFrame:FindFirstChild(tostring(plr.UserId))
if not frame then
frame = FrameTemplate:Clone()
frame.Name = tostring(plr.UserId)
frame.PlayerName.Text = plr.Name
frame.Visible = true
frame.Parent = MainFrame
end
--[[
local uiStroke = frame:FindFirstChild("UIStroke")
if not uiStroke then
uiStroke = Instance.new("UIStroke")
uiStroke.Name = "UIStroke"
uiStroke.Parent = frame
end]]
local UIScale = frame:FindFirstChild("UIScale")
if not UIScale then
UIScale = Instance.new("UIScale")
UIScale.Name = "UIScale"
UIScale.Parent = frame
end
if viewer.UserId == plr.UserId then
frame.LayoutOrder = 9999
--uiStroke.Color = Color3.fromRGB(102, 148, 255)
--uiStroke.Thickness = 2
UIScale.Scale = 1
else
frame.LayoutOrder = 0
--uiStroke.Color = Color3.fromRGB(255, 255, 255)
--uiStroke.Thickness = 2
UIScale.Scale = 0.8
end
Gotta learn ur basics first bro
could you help me with my code?
You can change its anchorpoint
I actually did, but I’m still getting the same issue. I believe it’s due to how UiListLayout handles its children’s position.
Well shpuld of mentioned that lol
Ui list has properties that changes the alignment
I thought I did though (player frame list), guess that wasn’t specific enough.
Padding? Also, HorizontalAllignment is set to Left.
game.Players.PlayerAdded:Connect(function(player)
local character = player.Character or player.CharacterAdded:Wait()
local characterClone = character:Clone()
characterClone.Parent = game.Workspace
local hrp = characterClone:WaitForChild("HumanoidRootPart")
hrp.Position = Vector3.new(0, 0.5, 0)
end)
``` why does it say attempt to index nil with 'Parent'
Character.Archivable needs to be set to true before cloning
I believe it’s due to how Roblox handles the Character
oh okay
Any other properties I can try?
yo can anyone help me with a moving part that goes along with the player on top? Im watching some tutorials that includes AlignOrientation and AlignPosition, I kinda get the idea behind it but for some reason my platform turns right a bit and then execute the actual code and I didn't change the X value whatsoever(in the vector3 I mean)
Set uilistlayout.HorizontalAlignment to left in the properties tab
Did that, same issue
O, can i see the gui?


