#code-discussion
1 messages · Page 193 of 1
Show properties and the gui in viewport
how does this not make every pixel black?
Same issue
Weird
Its slightly offsetted to the left tho
Not fully centered
Can u select the frame
The smaller Player card
And show
It’s scaling towards the center, not left
Dang this new?
Okay
Show what?
Was it what i thought it was
can exploiters skip over a line of code?
I dunno, but it’s because the imagelabel was outside of the frame itself.
Ye
I thought the issues were the elements inside
Not properly scaled and positioned
Wdym?
@prisma mason can i also constantly raycast from the button upwards or is that more difficult?
can they prevent like a remote event from happening, or just skip an if statement and so not
Appreciate the help!
Probably not, unless they spoofed some values that mattered there
But anythings possible on the hackers pc 🤷
@frail yarrow so i did the cooldown checks on both and while only setting it on the server and uh:
Np
m1s shouldnt be this fast btw
Tick timezones
client isnt detecting thats it on cooldown
Tick() is timezone dependant and ur client and server arent aligned
Or some other timestamp function ur using
doesn't make sense
you're trying to raycast from the client, the button lives on the server
more costly to use the server
No that wont work either
Try searching a way to get a timezone specific unix
so how do I do it? Because I need to do checks on the client too to prevent animation spamming
I forgot how to do it
Hm
I remember theres a property in workspace that counts from when the server was created
ServerTime something use that
yeah atp I might just play the animations on the server
wait but remote event spamming...
Sure but its gonna look buns from the players pov
Roblox protects against that internally
cant win in roblox studio vro
Hold up
Also if they didnt, hackers can just spam it themselves
Use workspace.DistributedGameTime
Replace tick with that
what I did before was get the cooldown times for certain moves from the server using a remote function, then setting the cooldowns on the client. Idk if that is safe proof though thats why I came here
alr
Client checks there just for vfx and maybe some tiny optimizations for the player himself
Server check matters most
That was his issue
Before
so if workspace.DistributedTime - cooldownProfile.startTime(which is also distriputed time) > cooldownProfile.Duration then
-- the move is not oncooldown
end
so this would work?
DistributedGameTime mb
alr
startTime() => gametime-savedtime
?
Oh wait i didnt see the
o
alr lemme test it rn
Kk
local lplayer = game.Players.LocalPlayer
local lplayerhumpart = lplayer.Character:WaitForChild("HumanoidRootPart")
local raycastParams = RaycastParams.new()
raycastParams.FilterDescendantsInstances = {game.Workspace:WaitForChild("rollButton")}
raycastParams.FilterType = Enum.RaycastFilterType.Include
local raycastResult = lplayer:Raycast(lplayerhumpart, Vector3.new( 0, -10, 0), raycastParams)
if raycastResult then
if raycastResult.Instance then
print(raycastResult.Instance.Name)
else
print("No instance")
end
else
print("No result")
end
Im trying to do a raycast from the players humanoidrootpart but it gives an error of attempt to index nil with "WaitForChild"
Btw reset the cooldown on the client before the server overwrites it for lag or faster cooldowns
use local Character = player.Character or player.CharacterAdded:Wait()
wait do I set it on the server and check on both, or set it on both and check on both
Just
The timestamp the client gets from the server
Overwrite that with one from the client before the server
yeah uhm my brain cant process ts
Hold on
now it says attempt to call a instance value
is this a server or client script
clinet
so if workspace.DistributedTime - cooldownProfile.startTime(which is also distriputed time) > cooldownProfile.Duration then
-- the move is not oncooldown
cooldownProfile.timestamp = <gametime>
— then the server does it again
end
local Character = player.Character or player.CharacterAdded:Wait()
lplayerhumpart = Character:WaitForChild("HumanoidRootPart")
.
should it be lplayer.Character?
yea mb
local char = (player.Character or player.CharacterAdded:Wait())
char:WaitForChild(“Humanoid”)
wait i think i just had a syntax but now it says raycast is not a valid member of player??
uhh
ooohh wait
💀
ok wait, I just want to say Im using a module for all this, the module stores cooldownProfile, so do I just do if RunService:IsClient()
on the oncooldown function then I overwrite it?
Lemme get on pc ill show in code
do workspace:Raycast()
Im ass at explaining
oh alr
Ur confusing old raycasting with the new one
im trying to make the raycast come from the player
New one is workspace:Raycast(origin, direction, raycast_params)
oops
yes you can make it start at the rootpart in the parameters
yea you right i just remembered
local raycastResult = lplayerhumpart:Raycast(lplayerhumpart, Vector3.new( 0, -10, 0), raycastParams)
yeah like this?
no
Blacklist the character, if the origins inside rootpart it shouldnt care but just in case
wait lemme do it in studio rq
ah it does work i think
you had it right
but it fires instantly gotta make it wait until the correct part is there
Ye also check if raycastResult isnt nil, it passes nil when it doesnt find anything
local raycastParams = RaycastParams.new()
raycastParams.FilterDescendantsInstances = {game.Workspace:WaitForChild("rollButton")}
raycastParams.FilterType = Enum.RaycastFilterType.Include
oh, its just weird doing it in discord so I had to put it in studio
thats the parameters
yeah it prints no result
its prolly not hitting anything
Didnt find anything
Mess around w the direction
ye
is it because it fired instantly when my character loaded in?
the button wasnt underneath me
no until the player steps on the part
ok it does work
just gotta make it wait until its the part
you can use an event too
uhh im not good with them
its better to use events on roblox
Its client sided?
yte
is there a way to constantly shoot the raycast?
@south comet should I just show you my cooldown module
loop
k
O, ye do a waitforchild, character should replicate after it but just in case
you dont have to do that though just connect an event then fire the function when the event listener fires
.
What event?
aha i got it to work
Btw sry i was giving advice without knowing what u were tryna do 💀
What do u need help with?
no ur advice got it to work lol
Or did*
when it says attempt to index nil with instance
@south comet https://pastebin.com/JuT381wb
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
im just running an if loop to check if the result is eqyal to a part
like the names match up
It means when u do value[index] value is nil
while shootRay do
wait(0.5)
local raycastResult = workspace:Raycast(lplayerhumpart.Position, Vector3.new( 0, -10, 0), raycastParams)
if raycastResult then
if raycastResult.Instance then
print(raycastResult.Instance.Name)
else
print("No instance")
end
else
print("No result")
end
if raycastResult.Instance.Name == "rollButton" then
wait(0.5)
print("correct button")
end
end
oh i think i forgot to indent
no
Its fine im on mobile anyway
Use task.wait()
Its better and newer
yeah
what does the instance bit actually do?
like what is the instance referring to? the part?
Instance is whatever the raycast hit
oh ok
If it hits terrain instance is workspace.Terrain and so on
Do .Instance == rollButton instead of checking the name
Can i see the output?
ooooh i forgot an else statement?
- Server
18:24:50.565 No result - Client - rollScript:21
18:24:50.565 Players.WAP9876.PlayerScripts.rollScript:23: attempt to index nil with 'Instance' - Client - rollScript:23
18:24:50.565 Stack Begin - Studio
18:24:50.565 Script 'Players.WAP9876.PlayerScripts.rollScript', Line 23 - Studio - rollScript:23
18:24:50.566 Stack End - Studio
if i get rid of the if statement checking if its the correct part it works absolutely fine
I cant see cuz its bugged on mobile but it looks like raycast.instance == is outside of the condition for whether it isnt nil
Put it inside if raycast_result then
bcuz this isnt working
I meant
Ok yk how u store the timestamp in cooldownprofile
So the client side version gets updated by the server right?
I want u to update it right before u invoke the server on the client side
Storage[Player][Name] = Storage[Player][Name] or {
startTime = workspace.DistributedGameTime,
Duration = Duration or nil
}
``` idek bro
anyone know how to check whther a sound ended playing .. i.Ended isnt working
And after server does whatever, it then again updates it with the actual cooldown
just use task.wait(Sound.TimeLength) or task.delay(Sound.TimeLength)
so the exploiter can only spam animations and not hitboxes?
Its more like for the vfx
Cuz theres a delay before the server updates the client sided cooldown
wdym server updates client sided cooldown 😭
And sometimes that delay can make the ppl replay the animation twice yk
Theres a cooldownProfile on the server and the client
Theyre separate objects
That’s not crazy bro
so thats why I cant use OnCooldown on client if it gets updated on the server
so I should use AddCooldown on both?
why are yall sending ts then deleting it
oh
while shootRay do
task.wait(0.5)
local raycastResult = workspace:Raycast(lplayerhumpart.Position, Vector3.new( 0, -10, 0), raycastParams)
if raycastResult then
if raycastResult.Instance then
print(raycastResult.Instance.Name)
if raycastResult.Instance.Name == "rollButton" then
roll = true
print(roll)
while roll do
task.wait(0.5)
print("rolling")
end
else
roll = false
print(roll)
end
else
print("No instance")
end
else
print("No result")
end
end
why does it stop shooting the raycast once the while statement starts?
it was my link
i was going to say
it got denied and i have zero clue how
its some of the most beautiful code
-- Create Proxy Table for states to get __newindex signal for DataChanged event
setmetatable(obj.data, {
__newindex = function(self, key, value)
-- Reset values
rawset(self, key, nil);
-- Verify state update and make necessary changes
local callback = DataChangedCallbacks[key];
local query = not callback or callback(self, value);
if (not query) then return end;
-- Update value and cooldown
data[key] = value;
obj.events.DataChanged:Fire(key);
end,
__index = data,
});
a while loop inside a while loop 💔
here is an excerpt
oh
lowkey forgot it was originally a while loop
could i make it call a function until the part is not called rollbutton
lowk hate it when the player cant play
when the player has to turn into the buyer
and the buyer has to become the server
oop is 100x better than dop and fop in terms of efficiency and readability
yes
agree totally
(no sarcasm) fr
then they turn into a replicated first and start loading assets
its the
while roll do
task.wait(0.5)
print("rolling")
end
fr
@dark cedar
fr
np
yeah how do i counter this?
anything that can fix my shi vro 
task.spawn I think or something idk im silly
because u cant put an while in a while loop
idk what u need that loop for but u can use coroutines
task.spawn()
task.spawn(function()
end)
so that loop doesnt yield the parent loop
and it just runs the function until the part isnt called rollbutton?
u can
but the loop never ends
meaning the outside loop never continues
bro said counter
what is the problem ur trying to solve
i need them counters
if u want to have the 2 whiles run alongside each other
Print table
without one yielding the other forever
pretty much its a while statement in a whilel statement
I print me tabels
no listen
task.spawn(function()
while roll do
print("rolling")
task.wait(0.5)
end
end)
While task.wait() do
and roll
naughty boy
well the stack runs serially meaning its top to bottom, one instruction at a time (im simplifying for teaching so nerds dont come at me), so if you run a while loop inside another, the top loop will hit the inner loop and run it till it terminates, then repeat
while task.wait() do
end -- this is a control structure that runs the same code inside the block over and over
but it waits for that code to finish executing
that while loop inside never ends meaning the loop never progresses essentially
oooh ok so task.spawn(function()
while roll do
print("hi"
end
that just runs until roll isnt true?
yes good job explaining stuff that can be understood by just paying attention to what is written
crazyyy
is this sarcasm
😭
This is will be blocked by roblox's failsafe
no you do a great job
failsafe????

yes
saving it from what??
not a serious problem, but generally dont use while task.wait() do, the expression evaluation causes it to miss a step
cuz ur yielding during expression eval
from idk but by my experience it will be blocked
roblox runs on coroutines which are different parts of code running alongside each other, and it works by giving one thread (coroutine) control until it yields, this never yields, so theres no room for the task scheduler etc
ah there it is
hence it, auto ends
if you dont have any yielding within the loop, the loop runs indefinitely within the 'frame', or the unit of processing the computer performs
im putting my buck teeth on
you're hanging the script from finishing in that frame
ooooh ok
why tho
so there is just nothing stopping it?
this'll freeze your game and block other execution
yep infinite
oooo ok
roblox has a built-in fail safe to detect this
i just need it to stop then
and it'll shut the session down
just like i said
its not just stopping it, its ensuring it yields as well
yea just explaining for him
so how would i yield it?
loops go from the statement while to the end, end and do this repeatedly until a condition is met.
The condition is what goes between while and do, like while rolling == true do will repeat the code until rolling no longer equals true
let it breathe after each loop
task.wait(delay)
yeah i was doing that? with task.wait(0.5)?
Use task.wait because the normal wait will have throttle
pretty much i got a raycast always shooting and if the part it hits is called "rollButton" it runs something until its not called it
we were talking about what u sent a while after that didnt have the delay
i was using a while loop to run it until its not caleld that
local c = 1
while rolling == true do
c+= 1 -- example count, add 1
if c == 5 then
rolling = false
end
task.wait(0.5) -- yields 0.5 seconds to let the computer do other stuff
end
print("rolling done!")
In this example this counts c up by 1 till it hits 5, then it sets rolling to false, so when the loop starts again, it'll evaluate the expression rolling == true and realize rolling is now false, and not go again. Then, it'll finally print "rolling done!"
Practically. Let it breathe after each loop.
this isnt the best way to do it but again, teaching sake
ok i understand it a bit better
but my original statement was a while
a while statement to constantly shoot the raycast
and then a while for when the part hit is called "rollButton"
i would use event-based stuff for that
you can also do a while true loop on a task.spawn but you still have to give it air
rather than a loop
thats what i told em
yeah i need to learn them properly
@dull sphinx
This is how you check roblox's fail safe. Put it in a server script and play the game it will tell you.
local RunService = game:GetService("RunService")
RunService.Stepped:Connect(function()
RunService.Heartbeat:Connect(function()
while true do
task.wait()
local Safe, Fail = pcall(function()
xpcall()
end)
print(Safe)
end
end)
end)
tbh i dont understand why luau didnt add an inc operator, += 1 feels so cursed to do
fail is the error message. Not a variable
the game engine beneath the surface is kind of just a giant loop itself. It's a big giant while loop that constantly evaluates the game's state and tells the computer to render the game, does the math, does the graphics, the sound, etc
paste this in ur server script and see
it was designed for non-programmers
Safe is a boolean
@wraith shadow run the code lets find out
cant
okay gotta lock in got a farming contest iykyk be back in 20
Mobile
its easier for someone to grasp assignment if a = is always involved
rather than the classic i++
ok but do you understand what im tryna do
so they dont add ++ but add == where as c# for example adds "is"
💀
@dull sphinx run this code
i didnt say it was perfect lmao
roblox being imperfect is its primary feature 🤷 🙏
yeah i do
roblox didnt invent lua but yeah
but they did luau
luau is just a type of lua
honestly if they did
more of a fork
i guess not, tho type checking could count even tho the interpreter ignores that part of code
fork em
asmole
oh ye
ye
the biggest contribution they did was parallel lua, which is moreso.. like
how do i explain this
WHAT IS A XPCALL?!?!
lua was made to be implemented and modded. its the garry's mod of programming languages
EXCUSE ME WHAT
a pcall but you specify an error handler
its to check roblox fail safe
oh cool
its not to do that
😐
Wtvr ill just stick to pcall
i thought it had something to do with c apis, i dont remember tho i read about this years ago
how ironic garrys mod is coded in lua
how ironic
I only use xpcall for network requests. I use assert to sanity check client info and I use the custom error handler to send client responses so it interprets it from my code's error messages into a user-friendly message, and handles any logic such as reversion or kicking exploiters
Well mods atleast
oh cool
cant remember the last time i used xpcalls tbh, im curious can u write a good example of when to use this?
its a scripting language that works with C intentionally customizable and easy to work with, and its meant for non-programmers to get started, so the "Actual Devs" (roblox staff for example) have good access to engine API stuff without exposing everything while endpoint devs (us) get simplified and tailored development experiences
https://www.youtube.com/watch?v=9MUgLaF22Yo&list=PLQ1Qd31Hmi3W_CGDzYOp7enyHlOuO3MtC&index=2 is this tutorial good to learn the basics of lua
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...
Id rather punish a cheater by making them code a part of the game in roblox studio
i want to see them burn
see them crumble in despair
stick to experience
wdym
wheres is view tab???
Script or ui i think
im going to repeat what he does in the video to learn gng no one learns by just watching
try to make by yourself
not by doing what other people did
makes sense, since the lua src is made in c, still cool tho
coupled api spread across different languages sounds cool
local methods = {
example = function(plr, arg1 : string)
assert(typeof(arg1) == "string", "Argument 1 should be a string!") -- sent to 'err' function
return true
end
}
local function eval(plr, method, ...)
assert(methods[method], "No such server operation exists.")
return methods[method](plr, ...)
end
invoke.OnServerInvoke = function(plr, method, ...)
local function err(code : string)
if code:find("!") then
plr:Kick("exploiting") -- i put an ! in the error msg so that means its really bad
end
warn("Error occurred from " .. plr.Name .. " in invoke!" .. "\n" .. debug.traceback()) -- unlike pcall, xpcall preserves trace
-- some other example of string reading via if statements/mapping to make it user safe
return "An error occurred."
end
return xpcall(eval, err, plr, method, ...)
end
Client gets if it was successful or not and the returned error message if not, or expected returned value(s)
mb i bullshitted it on the spot but yeah
yeah i call it discord text box 💀
ye it buns
but do u see structurally what i mean
like with the xpcall and how it lets you handle that stuff
tbh id use bitfields for the code instead of a string and then matching
u have to provide a string to the error handler
o ic
yeah
at least in roblox lua, again its lua just
do whatever you want in ur own thing
hold on lemme paste this to a
an editor 💀
hm
oh ye xpcall doesnt fuck up the stack
thats useful
i completely forgot abt that feature ngl
hope its helpful in the future
ye, i like how adaptable the language is, like theres virtually no limit to what u can borrow from other languages
found it
unfortunately im from 2019 🙄
not og enough
wait NO like i started coding during that time
no discord ban
Bro didn't play Roblox since 3,697,432 B.C. 😹😹
fax
didnt play roblox on stone tablets
inc operator is useless
its extra syntax that serves zero purpose
just do += 1
i do it in c also
well it has an actual purpose but ok
it doesnt
it does in C, it can determine operation order
you dont need that
and unlike lua it goes into the for loop syntax
just create a temporary lmao
why would i do that if i can determine operation order
it does the same thing
when will you ever want post fix increment over pre fix
its so rare u can just make a macro
and use that
its not rare in systems programming at all, like tokenizing, parsing, delimiters, fixed size ring buffers
im pretty sure it has some internal optimization features, also great for compressing code with the ability to use it as an expression
had to think i admit you rose a good like question
it doesnt, if anything i++ is slower
either way, its just like how everyone is used to == being for equals, and other shit, its just standards
Im familiar but i dont recall that term.
i did allat without every needing post fix increment in rust
int ring_lepop(struct Ring *r) {
int val = r->data[r-head++];
if (r->head == r->capacity) r->head = 0;
return val;
}
its just pcall now i was doing a shitpost
they got rid of it cuz it was stupid to call it that
I knew it
well yeah but tbf its just syntactic sugar
hes got a point on that
but anyways
he does, i just dislike hard "x is useless" cuz if it was useless it wouldn't be here lol
"just do x instead" well im not gonna do that cuz i have this feature already here
etc
ye i dont get why he had to get like "oh that shit is fucking pointless bro screw humanity"
frankly, ego
🙏
Anyway to check for ability usage both on client and on server?
ego for being a programmer 😭
remove the ++ and put head += 1 after the val statement
actually its called "we cant break backwards compatability"
cant argue that one
is that c++ or rust 💀 im not even sure
c
💀
its a dereference field access
ok hold on google time
oh ye
bro i havent used c in so long
does anybody here use mise-en-place? I was going to use aftman but I checked out their repo, it's no longer maintained, and they suggest using mise-en-place
aftman was discontinued?
oh damn
I was following this guide on how to setup fully managed rojo but I wanted to use something more up to date than foreman and now I'm 2 layers deep of deprecation lol
the guide is only 3 years old things move fast ig
xdd
nice
yeah its crazy i used this in like january or maybe earlier when this was considered new
asmole gangy 
twin wsp
i keep
forgetting
LOL
I took a WHOLE shi waiting 😭🙏
is 40k for one day good?
i hit this insane clip in my game and i have no idea where to post it is this tuff
why new ui🥀
went from 100 health to 100 health 🙏
what is this
random shi
looks like some linked list shit, not sure
i am more than happy to go into detail for why its not only better but why youre holding yourself back for using the old ui
the dummy auto regens after like .5 seconds
is it better?
YES bro i would LOVE to explain why
YES PLS
dms?
there is not even something called "int" in studio
its marked like as if its like "if" or "for"
we were talking abt post/pre increment
it was just an example
does that script do anything?
cuz luaus dynamically typed
it was for ring popping
bro i
there is no way that is lua
oh okay
we were talking abt c and stuff yea
okay
was searching how like javascript or something managed to make dynamically typed arrays, when i realised the moment it stops having the same type it turns into a hashmap 💀
i was like mesmerized at what i considered a work of art until i found out the truth
Lua does the same thing actually
ye theres no arrays or anything tables are just maps
No they can be arrays
oh fr?
It starts as an array unless you break the sequence (swiss cheese) or non-int key
Then it swaps to hash
ic
its smart i guess, just not what i expected
i thought there was like a super genius buffer move done
I think it was just a small micro-optimization, though it created headache
im working on it
dawg
Is he ur commissioner
mb mb
no hes been waiting for my example code for about an hour now
lool
Remote event invocation discarded event for RobloxReplicatedStorage.SendLikelySpeakingUsers; did you forget to implement OnClientEvent? (1 events dropped) - Studio
what is this?
-- client ----------------------
local cached_timestamp
local event = ...
local function perform()
if not cooldown stuff then
return
end
cached_timestamp = workspace.DistributedGameTime -- now the action wont get spammed
cached_timestamp = event:InvokeServer( ... )
end
-- server ----------------------
local real_timestamp
function event.OnServerInvoke()
if not cooldown stuff then
return
end
real_timestamp = workspace.DistributedGameTime
return real_timestamp
end
something i whipped up idk
@dark cedar
u essentially make a fake cooldown that gets replaced by the real one after the server processes the request
so client perform() doesnt get false positives
from lag delay

yeah uhm
my brain is so fried
so the thing is
I fire a remote
that finds a module
based on the stuff in the data that gets passed through and does the action
so idk how I would implement ts in my game
yeah ima just play anims on the server atp I give in
.
yoooooo i finally got my code working how i wanted it to, i just made a function and called it when roll was true
W pfp
yo gu
dm if u want to co own a chicago hood game / still in the making so pls lmk if u can help in studio too
Alr im going to bed
I was wrong btw
Tables are both array and hash at the same time, they get solved to either one depending on the key
It doesnt swap
I mean it swaps to either one but it doesnt remove the other
O
HOLY SHIT is there any way to go back to the old studio UI
i love cp aswell are u doing comms?
whats cp
cyberpunk
oh i havent tried it
its too violent
it has guns
messing
i jut never playe
watch the anime its cold
i need some game icons where can i get good free game icons
WHERE DID I GO WRONG???
Idk but I know that print needs the be print(“your words…..”)
i already tried
Give up at this situation
i came from modeling
i dont give up
why is it not printing
do i need to put local ("freeZuk")??
Ye
its wrong
print("i love macaroni") type thing
Like join a game after ?
wait what
Honestly at this point go watch YouTube tutorials
disable pipe plugin
i dont have a manage plugins button
show your studio
click plugins at the top
found manage plugins button
omg it works now
thank you
knew i wasnt stupid
🎉
Did nothing low-key
Zaaam 
okay i remember properties and i sprinkled some variable in there
someone give me a task to try
Guys do dungeon games have good demand rn
Part that become invisible on touch
Use bob.touched:connect(function ()
yo i wanna make a "tag" like game but i want it to be unique and fun
ik that game detonate is pretty cool
but i need an idea
Can someone help me out?! I have a server script with 3,000 lines and sometimes when a new server is made, playerAdded wont run. Is this because there's so many lines in one script or what?! Ive tried everything
Starting scripting in the big 25 💔
also use task.wait()
instead of wait()
before u get a bad habit
whos willing to join my dev team for percentage, currently making a game u will be getting about 15% when the game releases, need a scripter
btw, Color.new() only accepts numbers between 0 - 1. if you want to use rgb values, do Color.fromRGB()
learn modular scripting 🥺
I got it fixed
yes
they act like local / server scripts depending if u required it from the client or server
3k
Hello, I'm making a dash attack script but the ray is for some reason really inconsistent.
It only activates the if statement if im right next to the player.
Oh I can't even send images
real statement
any1 know why path:getwaypoints returns as an empty table?
holy
gotta yap more
oh okay
path.status was success tho
lets see the compute path line
maybe the error is whitin the parameters
PathTo.Pathfinding = function(CharacterModel: Model, NewPosition: Vector3)
local Path: Path = PathFindingService:CreatePath()
local Waypoints
local PointFound
local NextPoint = 0
local Humanoid = CharacterModel.Humanoid
local s, e = pcall(function()
Path:ComputeAsync(CharacterModel.PrimaryPart.Position, NewPosition)
end)
if s and Path.Status == Enum.PathStatus.Success then
Waypoints = Path:GetWaypoints()
i alr checked the positions and they r correct
have u tried not wrapping the computeasync in a pcall 2 c if it still returns an empty array
when standing completely still, it returns empty 90% of the time, but sometimes returns a list of waypoints
when standing completely still?
shouldnt matter if its a normal humanoid character
erm
and the status is success
try tracing the stack w breakpoints to see if u find anything idk im going to sleep Good luck
alr then
@crystal marten
yo can anyone script in my animations and simple weapon effects ill pay 2k
Hi! can anyone script well with a friend to help us with out game? We will pay a good salary!
just watch yt vids bro
takes max 30 mins for both iirc
*to learn
hey uh i cant make a post in #scripter-hiring for some reason but im looking for a scripter to help me code a game; offering 200k robux after it's completed, and more if the game does well in terms of revenue
is this safe enough? im scared of datstores 😭
local Players = game:GetService("Players")
local DataStoreService = game:GetService("DataStoreService")
local RealmNamesTable = require(game.ReplicatedStorage.RealmNames)
local PlayerStatsStore = DataStoreService:GetDataStore("PlayerStats")
local StatTable = {}
local function TableCopy(original)
local copy = {}
for k, v in pairs(original) do
copy[k] = v
end
return copy
end
local function LoadPlayerData(player)
local data = PlayerStatsStore:GetAsync(tostring(player.UserId))
if data then
return data
end
local FirstRealm = RealmNamesTable.Realms[1]
return {
Qi = 0,
Health = 100,
Damage = 5,
Talent = 2.0,
Realm = FirstRealm.Name,
ZoneMultiplyer = 0
}
end
local function SavePlayerData(player)
local stats = StatTable[player]
if stats then
PlayerStatsStore:SetAsync(tostring(player.UserId), stats)
print("Data saved for " .. player.Name)
else
warn("No stats found to save for " .. player.Name)
end
end
Players.PlayerAdded:Connect(function(player)
local playerData = LoadPlayerData(player)
StatTable[player] = TableCopy(playerData)
end)
Players.PlayerRemoving:Connect(function(player)
SavePlayerData(player)
StatTable[player] = nil
end)
return StatTable
200k robux after the game is finished and you can't post in scripter hiring
sounds legit enough
Someone give me an idea of what to do for an scripter app
what game
I got bored and wanted to make 4 new games solo
YOU FOOL
You had everything
And you gave it up
sure
Doing anything scripting wise for $4 worth of ltc 😄
litecoin??
ye
wtf lol
im tryna buy something and the withdraw minimum is like $20-30
i only need $18
what doesnt sound legit
yes, this script is safe since it appears to just be logging: qi, health, damage, talent, realm, and zonemultiplyer
thanks
no, it needs session locking
the data itself is safe but could use better security
oh i see now
i have sent a more secure version to your dms
which includes session locking
I have two custom rigs/morphs/characters that I made for the two teams in my shooter game, but how do I make it so that depending on which team the player is on, it gives them a certain morph for that team?
Anyone trying to join our dev group? we help each other suceed.
suck seed ?
@west plover me
Best way to start scripting? I wanna improve but idk how to
check free models and try to figure out how they work
Mm
That sounds like complicated knowing how they work
Like a handgrenade thrown in a hurricane
Ive been following a YouTuber guide Bur Im almost done with it and Idrk how to improve on scripting after
Except on just practicing what I got taught
Brawldevs?
Make a randomly generated obby
Do so
It’s just a lil complicated with only those videos
@everyone hello, can anyone suggest how to get robux for commission or can anyone provide me with robux
we are making a game on INDIAN kingdom named maratha confederacy which shows the maratha army and empire in WW2 we need to buy artillery guns so we needs funds.
Can anyone provide or help.
nah you can't it's illegal
wrong section
Hii guyss
I need a really good scripter and I got all the maps, UI thumbnail, icon, and investment ready!
Although you will be getting a percentage, we can talk about the percentage
That how much you want
ew
I know everyone hates percentage so now, I am doing it myself
The scripters, even when I offered $150, rejected me. 🥲
so, imagine if i worked minimum wage at 7.25 dollars a hour
and youre telling me youll be paying 150$ for an entire gameto be programmed
Or a half game?
thats at most 20 hours of work you're paying for
With percentage la
what can you get done in 20 hours?
@hollow hemlock
And hourly payment is different for different countries
If you live in America then a dozen eggs cost you around 4 dollars i think
But in my country, they cost 1 dollar
So we got different hourly pay
But you should pay freelance work with standard payment
that doesnt really matter that much considering programmers arent paid minimum wage
I can't really pay the international standard as it is mostly according to the US standard so that's why I was giving a percentage and no other work besides scripting.
Yeah but they will also be getting a percentage and it's not like my game consists of really high or complex scripting.
99%
is it possible to change r6 height without affecting width?
i quit

Its okay
you?
bro what
it’s like 4 dollars
okay
why
ok
A system and 2 sanity checks
happends to the best of us
color3.new is white to black righ
i made this script and idk why when the tween starts instead of starting at the currentcam it starts at the humanoidrootpart, does anyone know how to fix?
would this work?
try to change camera type to scriptable
2 line
might work
from what i can see the beams are just particle emitter and the car got a white texture that is constantly tweening colours
its a bright texture
?
its not a normal texture
focus
it moves with the camera
and the vehicle
yet not reflection
wdym
hold on
also it could just be neon
the cars body
and then the texture is semi transparent
no
not that
thats not even possible to have it that smooth
then idk vro ask badcc
i love jailbrak
ooo
nah not sure then its probably some weird visual effect they doing
maybe viewport frame? but i doubt it
or the car’s body has negative reflectance or smt like that
the old hyperchromes actually were that
just negative reflection
but roblox patched that long ago
negative reflection still works to some extent
but yea as i said not sure what exactly it is
That’s how I had it before but it was still the same
how do i get rid of the blinking light
f11
How ı can make a block placing script
just appearing?
you can clearly see separation of some parts of the car as a different mesh, which leads us to conclusion that a part is using checkered texture surface appearance, not even with alpha or anything as the squares don't change color, other part is using neon material, thus can glow
god make david bazuki add emission maps to roblox
the separation is harder to see on the gif because it's shitty quality and blurred
this one has to be something with reflectance and surface appearance
when making a td game, if you have lets say like 50 units, and all of them have different attacks, how to you do that?
Guys ive been struggling with this for a while, how do i make a steady moving object (via VectorForce constraint) while mentaining the character welded to it
cuz for me it kind of always starts shaking and glitches even with collisions off an massless set to true on the character
alt + f4
just kidding
press the 0 key on your num pad side or serch for insert button and click it
wdym?
like how to make different attacks for each of them, what if all of them need a script to function or have different attacks?
like u mean if one has zone damage and another doesn't?
or maybe just different damage or range?
or cooldown too
did you solve it
it depends on how youll design your code system
theres plenty of ways, but you are looking for modularity
i would use composition
break each attack down to its simple parts, code the simple parts -> making attacks becomes a game of lego stacking
yea in a way
i don't get what that is 😭
so infinite scripts?
this is for godot but it explains composition
https://www.youtube.com/watch?v=74y6zWZfQKk
In this video we look at Inheritance vs Composition and a scenario where Composition is preferable in Godot 4.
Both Inheritance and Composition have their pros and cons, but Inheritance is for more often taught, despite Composition being very important in Game Development. I recently ran into Composition in my own projects and felt that it was...
have fun
why does :destroy() always causes a sec freeze
try task.spawn(function()
part:destroy()
end)
task.spawn for what
what does task.spawn do again?
it opens new a tread where you gonna handle of destruction of your part
so you wont get freezes
would it be okay if you put it in here
wdym?
task.delay(2, function()
SignClone2:Destroy()
end)
if you want do delay then use debris
so I wont need :destroy right
dont use it cuz it gonna cause freeze
Debris:AddItem(SignClone2, 2)
alr thanks
:destroy might get deprecated
its useless cause it always lags

Destroying a script will cause a lag spike, so if you're destroying a model with scripts that may cause the lag
Would you sacrifice a cat or dog for 20 bucks
No, delay is more convenient
Even better like this
local part = workspace.Part
task.delay(2, part.Destroy, part)
Any method of Color3 can produce any color
Roblox's built-in soft shut down system kicks players instead of teleporting them to a newer server, why could it be?
Yes but color3.new the normal .new
You mean without any arguments?
No just.New()
I’m confused. Color3.new() (no arguments) is just black
oh
cool i mustve not been explaining myself correctly
this is pure misinformation and whatever debris does would only be delaying the call to destroy
if you are creating and destroying a lot of stuff, a real way to optimize would be to pool the items and reuse them
look into an object cache module
selling a script that randomly generate flying island made of blocs with infinite patern and variations dm if interested
i believe they had proper soft shutdown system for a bit but then removed it
check devforum
or just use soft shutdown module
shutting down all servers teleports players to new servers in the experiences i'm in
but sometimes the teleport could just fail too
wheres the best place to learn react-lua cuz lowk the roblox tutorial only shows the basics cuz like how do I structure my shit in vscode
dont
you dont need it
turn back while you can
a declarative workflow seems better no??
why
How do i start scripting i alr know a few basics
u js do
what do you know
If statements functions printing boolean stuff like the very basics
learn tables
Where
and looping methods like while and for
i alr know that
good
idk prob theres youtube videos talking abt it
but like how do i start like really scripting for example a combat system i have no idea how to do that
does anyone know how to script a rolling or gacha type system
something like sol's rng's roll
you wont do advanced script before basic tho
ive watched like 2 basic tut playlist of 15 ep
i know everything but tables
i just havent mastered it
do i master it first
Yes extremly needed
DUDE
what happened bruh 5 pings
cause I said destroy might get deprecated
I used debris is good
destroy makes lag everytime
why they ping 5 times then lol
funny
idk they like useless ping
ok
yo does anyone know how to script the Height system with 7'0 average and higher=more rare?
I didnt want to be mean but you were messing with me sorry
guys any game ideas, i cant come up wqith anything
can u get a player from a clickdetector
Hello everyone, are you doing well? Tell me, I have a problem with the Adonis system. My staffs did SpeedBoost on a significant number of people (10–15) and they were banned by Adonis’s anti-cheat, and when I run the command :banlist none appear. How can I unban them?
Cmdr >>
loadstring >>
Who wants to join our Dev Group? We build and help each other grow
Realistically you dont need them
Learn those when you have nothing else to learn
Can someone teach me How to make fortfolio
who let this 8 year old in
lmao
paying someone in robux or crypto to finish a project for me dm
me
For badges that that you award for things players have to earn over longer time things/multiple play sessions - do you all just tap into whenever you save that data and see if they need the badge and award it? I take it you have to build some sort of resiliency in case the call fails so they are not locked out from ever earning the badge?
You save it like all other persistent data
How could it fail 
network issues I suppose like server crash or idk just thinking like if you have a badge for "player does X thing 100 times" and somehow award badge fails. I take it you'd have to check each time of 100 times they did something if it was previously awarded and if not award it but that seems like some bloat... (though can be optimized for sure)
Just keep tracking the thing forever
and if player thing > 100 and not has badge theh
Award badge
I dont think theres a way to simplify that
got it - and is it universal that profileservice is the recommend way to save data? I've avoided all other 3rd party modules to date in my game but about to have to add saving so I can implement badges
great for saving player data especially if you plan to implement trading in the future
profile locking basically solves most of the basic duplication glitches that many games hage suffered from
Profilestore
It has the essentials
cant speak on that i've actually never heard of profilestore
If you’ve never saved data before, learn data stores first
Its profileservice new maintained version
oh fr? will check it out
haven't in roblox but am fullstack dev by day job
Full stack in what
web dev
you should have no problem learning profileservice/profilestore then it's pretty basic if you have actual experience in web dev
Its not even that new anymore