#code-discussion
1 messages · Page 199 of 1
yo can someone help me with my code ? dm me if you are intrested to help cause the code is too dang long to send
me want to buy games for cheap robux
Guys, where can I find people who have experience in C++ developing?
It didn't give the error or the reason for why out put was not given
So had to re read it all
Fixed now :>
How bad is running a shapecast every frame?
I modified fastcast to use shapecast, and im just wondering if itll be too laggy for an fps game
Looking for a builder or Scripter paying robux dm me
this good for my first time making enemy npcs?
this looks sick dude
thanks man 🙏
set the enemy npcs network owner to the player its targetting so that it stops teleporting around when moving
the downside is that a client with low fps or bad connection will cause teleporting for other players
Looking for a Scripter or builter I pay 30€ monatly
but u could prob also make some workaround to smooth out the moving for the other players
ty so much, I been tryna figure out why its glitching so much
yea I'll figure it out from there
yea it hapened to me too but that helped me with the teleporting
and tbh if it teleports for other players isnt so important since they arent fighting the npc
but its more annoying if ur fighting the npc and it teleports around
yea
thanks again
buying game file for robux dm me
guys can someone help me fix this im trying to make an invisible non collideable block that when the player touches it an animation plays infront of him i used moon animator and im kinda having trouble figuring it out since im new to coding this is the code i used to see if the animation atleast worked but that didnt even work
local npc = script.parent
local humanoid = npc:waitForChild("humanoid")
local humanoidrootpart = npc:waitforchild("humanoidrootpart")
local peekanimation = npc:waitforchild("animfolder")
local animfolder = npc:waitForChild("peek")
local peek = humanoid:loadanimation("peek")
local interactablebuttonthing = humanoidrootpart:waitforchild(interactablebuttonthing)
local interactablebuttonthing:waitforchild("prompt")
local canclick = true
prompt.triggered:connect(function()
if canclick == true then
canclick = false
peek:play()
wait(1)
canclick = true
end
end)
please help
At least put a print on peek:play() and let us know if it prints it's like the basic of debugging
it didnt print but ill just rewrite the code see if that fixes it but thanks man
does waitforchild work
you said humanoid:loadanimation("peek"), you tried to make the humanoid load a string as an animation.
Instead put:
local peek = humanoid:LoadAnimation(peekanimation)
also I think you swapped the peek animation and animfolder variables around.
prompt.Triggered
i thought it had to be WaitForChild
it's Triggered not triggered
prompt.Triggered:connect(function()
and its Connect not connect
you also said waitForChild("humanoid") wrong.
its WaitForChild, and humanoid is spelt with a capital letter
prompt.Triggered:Connect(function()
and its Parent with a capital letter
its just loads of typing errors no actual coding errors 😭
true
atp js paste it into chat gpt and say correct typos for Luau syntax
nooo 😭
bros just creating more skids 🙏
who here is an experienced programmer
i tried copying a tutorial i saw
@dark cedar can u fix bug with gamepass / dev products handler
yea but Im busy rn
i need it done fast
good oppurtunity to network with big devs aswell
would anyone like to be friends?
do u still need help?
not anymore but thanks
shlawg go on youtube
Does anyone remember the dev forum post about custom skyboxes where they basically take a model place really close to the camera and make it small so you can have distant 3d objects that render for everyone?
I remember them placing a large r15 dummy as an example it should be like 4-7 years old?
I just did this and the npc is stuck in place
is anyone here pro at coding 🙏 🥺
can anyone help me out
the code help channel aint helping me all thatmuch :b
i just need to know how to check if the player has one gamepass or another then do the thing :b
so is it possible to code a discord bot that somehow gets information from inside a roblox game, something like; roblox bot that catches informations inside the game then sending it to the discord bot to show it in a command
you need to switch the npc movement to client side as well
and yes it is exploitable because now movement is not server authoritative but what you also have to do is move a position value on the server and use the server position as validation
can you help me out please 😭
I havent learned that yet :b
for straightforward questions u can always ask chatgpt
🙂
what about me 😭
local MarketplaceService = game:GetService("MarketplaceService")
local Players = game:GetService("Players")
local GAMEPASS_ID = 12345678 -- Replace with your gamepass ID
local function playerOwnsPass(player)
local success, ownsPass = pcall(function()
return MarketplaceService:UserOwnsGamePassAsync(player.UserId, GAMEPASS_ID)
end)
if success then
return ownsPass
else
warn("Failed to check Gamepass:", ownsPass)
return false
end
end
this seems like what you would want to do
deep seek is better than gpt btw
mmmh
yea this definitely seems possible
is there rly no way to just make the game check trought 2 things
altho i have never done this before but u would need httpsservice
like if the guy own a gamepass or another do this thing ?
But like the same for both things
need pyhton 😔
without duplicating it
sorry i cant help i will have surgery
thank you
???
how do u get the regional price of a product from the server
ever heard of setting networkowner to the server
yes but that will cause replication lag
it will because if you move an npc on the server it will take time for the server to send the data to the client
if you move it on the client it just has to compute the new position without sending any data
why are u trying to argue when ur telling chatgpt what im saying
@sullen loom go to #scripter-hiring
and maybe explain what the task is
im just saying what i think 😆
nuh uh
Yo there is an anomaly here someone being nice
MarketPlaceService:UserHasGamepassAsync()
its already set to the server by default tho? and setting it to server creates the glitchy effect I had a problem with from the start
(it does)
ok i changed how me thing works a bit
wrong ping

just use MarketPlaceService:UserHasGamepassAsync() and if it returns true you add em to the gamepass player table lol
i don't understand the code fully 😭
my friend made it
and this is like less a 1% of it
your friend setting u up for failure 😭🙏
btw just putting the ids like this works btw
the only issue is like
both gamepasses works :b
well its probably because regardless of what gamepass you own it adds u to the gamepass table
because you put GamepassPlayers[Player] = true for both of them
ur setting the same table for true regardless of the gamepass id
instead of seperately
if that makes sense
lthats the original code
it works but the issue is the serverluck value thingy
if you got both gamepasses it applies 2 times
well, yeah thats how its coded lol
what behaviour do you exactly want
Check if the player has one gamepass
so he becomes a gamepassplayers
and then after
if the player is a gamepassplayers give him the luck
so it doesnt do much if he has both
so you want to limit the luck the player gets
ye
if you already own a luck gamepass, buying the other one becomes completly useless
is there a way to make particle emmiters visible in a viewport frame
or the new one you get the buff
you can jsut simply add an if statement that checks if the gamepass has been applied
you can use the gamepass player table to do a comparison
youd also need to rearrange the function so you first check if the player is inside the table first
if it isnt add the +.2 luck and add the player to the table
otherwise do nothing
i don't fully understands but ok
is it that rare 😭
i don't think i get it...
this code is way too complex for me 
i cant even do a fonction proprely and now theres table
yk what i give up :b
nawrrr
ill just delete half the script so its fixed 😎
tbh this bug made me lose 5 ccu and prob a few bobac :b
isnt there supposed to be a "then" anfter the "if" 😭
and couple braincells?
i never did the coding :b
when the game was at its prime like 500 ccu it was my friend 😎
i did pretty much everything else
k think we got the same mindset in that point
i wanna learn everything
from coding to vfx 😔
move the if into the function
its currently in the table
and add a then and an end
syntax for if statements is
if condition then code end
whats a table 😭
why u using tables if u dont even know what they are
is his friend's code i assume
idk man kinda hard to code when you clearly lacking the knowledge of how to code
only way youll be able to fix it is if i spoonfed the entire process
ill practice scripting ig :b
quick question i made keybinds in a module is there a way i can make cooldowns in the module as well to stop the keybinds from being used too fast.
why would you not be able to
ofc ya can
can i get some feedback
local AliveFolder = workspace:WaitForChild("Alive")
local plr = game.Players.LocalPlayer
local char = plr.Character or plr.CharacterAdded:Wait()
local cacheInterval = 0.2
local cacheTable = {}
local lastCache = time()
local hitbox = {}
hitbox.__index = hitbox
-- Checks for nearest players
local function cache()
cacheTable = {}
for i,v in pairs(AliveFolder:GetChildren()) do
if char:FindFirstChild("HumanoidRootPart") and v:FindFirstChild("HumanoidRootPart") and (v.HumanoidRootPart.Position - char.HumanoidRootPart.Position).Magnitude <= 20 and v~= char then
cacheTable[v] = v.HumanoidRootPart.Position
end
end
end
game:GetService("RunService").Heartbeat:Connect(function()
if (time() - lastCache) > cacheInterval then cache() end
end)
plr.CharacterAdded:Connect(function(c)
char = c
end)
function hitbox.New(cframe, size, debug: boolean)
local referenceHitbox = game:GetService("ReplicatedStorage").Hitboxes.M1Hitbox:Clone()
if size then
referenceHitbox.Size = size
end
referenceHitbox.CFrame = cframe
if debug then
referenceHitbox.Transparency = 0.7
else
referenceHitbox.Transparency = 1
end
return setmetatable({Size = size or referenceHitbox.Size,
CFrame = cframe,
Part = referenceHitbox,
startTime = time(),
}, hitbox)
end
function hitbox:GetTouchingCharacters()
self.Part.Parent = workspace
self.Part.Anchored = true
local hitCharacters = {}
local activetime = 0
for i,v in pairs(cacheTable) do
if (self.CFrame.Position - v).Magnitude < self.Size.Magnitude/2 and i ~= char then
local index = #hitCharacters + 1
hitCharacters[index] = i
end
end
return hitCharacters
end
function hitbox:Delete()
self.Part:Destroy()
self.Part = nil
end
return hitbox
Guys what are the scenarios of player crashing or errors where a data could have chances to go corrupt?
Does anyone know how to make a !help command?
dm for surprise
hey guys im trying to improve my scripting skills and ive heard of a plugin called "scriptmate" is it actually a good plugin and is helpful?
will sm help me just look through my game and fix some of my script i been trying so hard to make a steal a brainrot cashgrab just with pumkins and with a halloween theme
so far all i have working is money 2 different kinds of pumkins and a base with working lasors the lasors dont work for owner only tho and i have a bunch of other tiny stuff i have been making it for 2 days
need a scripter to basically script like 3 things and transfer 80% of my assets from one game to this new one DM
need minimum 2 yrs experience and not a kid have a reliable portfolio
go to scripter hiring then
I can promote this here too
ik u woud probably have better luck there tho
You know what ctrl c + ctrl v is?
midterm week I don't have time
U don’t have time to move assets?
no
Bro what
they'd have to be repurposed s lightly
u never had midterms?
It takes like 5m to move some assets bro
and to be repurposed
If it’s like a huge amount
anyway if you're interested dm
Wdym
probably some of the assets need to be implemented and he aint got time for that ig
alright thanks ill research and see if its worth buying
its not worth it the best way to learn scripting is to get on and play with it playing is the highest form of learning
no
not worth it
as long as ur having fun while u script ur learning
thats what i planned to do but ill still need to have an understanding and that is why i am trying to learn from brawl dev right now
everything that's paid that "teaches" you to script isn't worth it
alright thanks i wont buy it then
i guess that is true
well when i want a cirtain script i look up a video or use ai like anyone else but the difference is i dont just copy and paste i try to understand and the more i try the more i understand
Happy birthday to John Lennon
it's bro's birthday
i have used ai to make a simple troll tower game b4
yeah just make sure to use it as a tool dont let ai make ur game for u use ai to make ur game
u gotta now where all the scripts r at what they do exc
yeah i used ai only for scripting in that game since i have experience in other stuff thats why i want to improve in scripting now
how long did it take for u to make that game
yeah thats why ill at least need to finish the beginner scripting tutorial of brawl dev it covers everything ive viewed it before like almost of the videos but my mistake that made me forget the important info is i did not test for my self after finishing a video i moved on to the next thats why im replayign everything
not long a few days just bc i was lazy
u wanna see the game im makin rn using only ai im not scripting anything
i guess so
dm me ur user name ill add u to a colab
sent
Anyone here got exp with skill/combat abilitys?
is there a way to make th eplayer character not have a humanoid and not make the death screen effect on spawn?
I tried putting my own custom script in the starter player scripts and in the starter character but it just disregards my script and adds the default one
No
I just figured it out
just had to put the Health script in starter character scripts and disable the coreGUI in it
Good
Cus you described this so terribly no one has any idea as to what you actually wanted to achieve
or maybe you're mentally challenged
No it's you
my game is finally getting recommended
finding a scripter who makes combat systems are so hard
im doing 1 right now
exactly
Wdym
The ones I see want 50k-100k when the game is 70% done
Looking for marketing agents to find commissions for my team. Payment varies, but you will be payed. Please dm me for further conversation, serious inquiries only.
YOU MUST BRING IN A COMMISSION A MONTH TO BE EMPLOYED AND PAYED
hey guys is a 34% play rate good?
when do yall know when you're a scripter cause I heard even advanced people look things up
Your a scripter when you write working code regardless of how good you are
How good you are at scripting depends on how you make your code work
Of course a good scripter can write more efficiently than a bad one
ah I see so its all about efficiency
I made a movement based game without a single moudule script so I get what you're saying
Module scripts are actually really good stuff that you should use
yeah i heard but out of everything those are hard for me to conceptualize
They are literally just "decorations" you dont need them but using them is really good practice
They are most of the time function holders: e.g. "module.Shoot"
They give you the ability to share stuff across scripts
I used Events and BindableEvents for that
Those are another story
You use module scripts to share functions, types, variables
And you use bindable events for communicating with same-context scripts
For example their use could be for player data across server scripts
Doesn’t matter how good you are, looking things up is something you’ll always have to do
You’re gonna have to keep up with the changes to the api, if you want to maintain your codebase and you’re not going to know everything, looking things up got nothing to do w/ if you’re good or not
This also isn’t a game, you’re not advancing to each level after you learn a certain amount of topics
You keep on repeating “advanced” “intermediate” like scripting is some sort of game
That’s so useful cause i’m been tryna figure out how to do that
i just say that cause that’s what commissioners say they need
It could help when you need to organize a large project into different parts. You might already do it when you separate regular scripts out, modules just give you a way to control when / where that entire script runs but it’s nothing fancy, just another layer of organization
So i could make the same game without modules scrips but i couldn’t without local scripts?
Yes
Its just for organizing stuff
Ye basically it’s not required, but it really helps when you know how to use em
brr brr patapoim
Also the module you require runs on the same context as the script thats requiring it
For example you require a DataStoreManager from a server script, now every function runs on the server context (you then have as much privelege as a server script)
is there a simple way to rotate objects to a specific rotation with physics? I need to adjust the orientation of an object by a specific amount per frame while a key is being held down and I tried messing with hinge constraints bust I would prefer something less messy
I guess I'll just have to make my own using a Torque and some logic to keep the object at a specific angle
Is it required to be rotated with physics in your case? I’m not really good with the physics api but is align orientation just out of the window?
needs to cooperate with physics
I'm just going to use a Torque object and adjust the torque based on how far off the part's orientation is to where I want it
it'd be cool if we had some simple functions where you could move and rotate objects while cooperating with physics
Alr
paid 3 rupees 🥀
it’s like a certain percentage of commission or a flat rate. i get 3Rk a month for just geting agents but yeah 3 rupees or what ever 👍
ok wb 4
4 what
4 rupees and ill do it
how do you get the angular velocity of a part
3k robux a month 🥀
Assembly
yeah for doing easy work
i’m not an agent for commissions
i get agents
why is roblox so lame lol
u just hire ppl and tell them what u want js do it urself gng
no, the person paying me wants to get more agents
i’m not paying them to do my job
my job is to give them a job
no, im business operations manager. i manage agents to get commissions for my studio. how do we not get this
im trolling
still vro js do it u-
can someone explain adduserid in profilestore?
whats better lifetime budget or daily budget some answer quick pls
I believe its to follow GDPR or whatever
Basically roblox requires you to keep track of data entries via userid so if someone requests their data to be removed, you have a means to remove it
This method iirc enables that feature further by adding multiple user ids if necessary so any one of those ppl can GDPR it
even though no one does this
Hi guys, i’m new to deving and i was wondering if someone can teach me how to make some kit like vests, helmets and bags wearable. I’m not sure how to do it, mind DMing me
correct
i think though roblox has backend systems trying to do it now
Im unsure because i tried doing it and it just broke the datastore calls
Even though the api said its working
U know anything about dataloss and how to prevent it? Had a guy losing all his data yesterday and no clue how
Stop using datastoreservice
Use profile service
Profilestore and profileservice were invented
And other datastores that I never used really
Profileservice is datastoreservice..
It's just a wrapper
session locking seems pretty necessary i think
not sure if i entirely understand it but i guess you could potentially join a server and leave and rejoin a new server and potentially have a race condition from the saving in the last server and loading data in the new server
and it would be good if your game has multiple places
Some people dont opt for using profile service and rather do everything themselves tho
Looking for a Scripter paying robux
can someone make me a egg system i pay
When I first spawn in my original alignment of the weapon works fine, but when I run the equip function and set the motor6d again, everything is flipped how can I make sure it positions correctly?
https://i.gyazo.com/24f49dad1bf69709cdf939b91a024c9c.gif
Equip Aligment:
local rightArm = char:FindFirstChild("Right Arm")
local handle = tool:FindFirstChild("Handle")
local activecframe = tool:FindFirstChild("Active")
if rightArm and handle and activecframe then
-- destroy previous weapon motor
for _, i in pairs(handle:GetChildren()) do
if i:IsA("Motor6D") then
i:Destroy()
end
end
local Motor6D = Instance.new("Motor6D")
Motor6D.Part0 = rightArm
Motor6D.Part1 = handle
Motor6D.C1 = activecframe.Value
print(Motor6D.C0)
Motor6D.Parent = handle
end
end```
Aligment upon spawn:
```if WeaponModel then
local weaponClone = WeaponModel:Clone()
local torso = plr.Character:FindFirstChild("Torso")
local handle = weaponClone:FindFirstChild("Handle")
local deactivatedCFrame = handle.Parent:FindFirstChild("Inactive")
weaponClone.Parent = plr.Character
local motor6d = Instance.new("Motor6D")
motor6d.Part0 = torso
motor6d.Part1 = handle.Parent
motor6d.C1 = weaponClone:FindFirstChild("Inactive").Value
motor6d.Parent = handle
handle.Transparency = 1
end```
Motor6D.C1 might be different
this type of mismatch is caused by the C0 or C1 not being well set afaik
thats weird though, in the original offset I did not specify the C0
only the C1
hi
you cant even spell experienced
and ur looking for an experienced scripter
- ur paying like ass
dbd for 1.5k robux 💔
Any available experienced Scripter looking for a short term position with good pay please hit me up with a DM! :))
might as well post in #scripter-hiring
so i can make fun of the marketplace apes again
yea already did
wasnt refering to you but ok
When I first spawn in my original alignment of the weapon works fine, but when I run the equip function and set the motor6d again, everything is flipped how can I make sure it positions correctly?
https://i.gyazo.com/24f49dad1bf69709cdf939b91a024c9c.gif
Equip Aligment:
local rightArm = char:FindFirstChild("Right Arm")
local handle = tool:FindFirstChild("Handle")
local activecframe = tool:FindFirstChild("Active")
if rightArm and handle and activecframe then
-- destroy previous weapon motor
for _, i in pairs(handle:GetChildren()) do
if i:IsA("Motor6D") then
i:Destroy()
end
end
local Motor6D = Instance.new("Motor6D")
Motor6D.Part0 = rightArm
Motor6D.Part1 = handle
Motor6D.C1 = activecframe.Value
Motor6D.C0 = CFrame.new(0,0,0)
Motor6D.Parent = handle
end
end```
Aligment upon spawn:
```if WeaponModel then
local weaponClone = WeaponModel:Clone()
local torso = plr.Character:FindFirstChild("Torso")
local handle = weaponClone:FindFirstChild("Handle")
local deactivatedCFrame = handle.Parent:FindFirstChild("Inactive")
weaponClone.Parent = plr.Character
local motor6d = Instance.new("Motor6D")
motor6d.Part0 = torso
motor6d.Part1 = handle.Parent
Motor6D.C0 = CFrame.new(0,0,0)
motor6d.C1 = weaponClone:FindFirstChild("Inactive").Value
motor6d.Parent = handle
handle.Transparency = 1
end```
guys what s the best way to learn scripting? tutorials? chat gpt? documentation?
what do i do my game is now getting 200 ccu
give it to me
Forums, documentation, and daily practice. When I first started I learned from using toolbox scripts and jerry rigged code together until it worked, then I googled what everything meant and the docs tells you exactly what something does, and you learn the errors and what not to do as you make more stuff
forums is really good when you need an explanation from a community member and not just documentation, they also discuss ideas on how to make something step by step
roblox studio or rojo
If you do use chatGPT, don't make it generate code for you, ask it questions to guide you through to what you need help making
I just use Roblox Studio which you should use as a beginner
i see
Rojo is mainly meant for experienced scripters or people already familiar with VSCode
coding a round system but countdown wont countdown
AI code is only good if you can understand everything it gives you because it can give a lot of flawed logic or redundant code if you don't ask the right question
for i loop
for i = starttime, 0, -1 do
textmessage show ur code analyis easily
ohh ty
lemmme try
ok lemme try fr fr
i fixed some code
AYY
then the label text would be timer.Text = tostring(i)
it works gang
thanks

yippe
ima try to make round side now
below the for loop you can do task.wait(waittime)
round += 1,
if you have a local round = 1 variable for example at the top of the script
this should all be in a script btw not localscript
yes let me send you the enitre module script
take a look and tell me if anything is bad
I'm on mobile and won't let me see it, turns long code segments as a txt file
why is the car walking
Might be the attachment position is off
Buh
Guys we need a scripter right now we pay 5 usd its a 15 minutes work
Not suspicious that you still havent found anyone since yesterday
And that it was 10 min woek yesterday
Its cause the guy doesnt respond anymore
Why cant you disclose what the work is
Ok whos owner
Tell me then
Your connection to humanoid.Died is going to keep stacking per round
Given the player doesn't reset and they stay for more than one round (which is likely to happen)
You could end up with a CurrentLiving variable that goes below 0 which might mess with your round manager logic
Okay here's where it's error prone:
If a player stays alive for multiple rounds and then finally dies, you'll have multiple functions decrementing the CurrentLiving variable which would make its value inaccurate.
You need to fix that by managing the connection to it per round.
You need to reassess what you're doing with your data store code, the warnings/errors are directly telling you the issue. So what you need to share is snippets of how you handle your data stores. If this is player data, there's ways to avoid issues like this. The warnings give us an idea of what's going on, but without code, it's hard to help
Hi, is it safe to set network owner of head and arm motor6d to a player for an fps game? That wont cause any major issues right
you set network owner of parts im pretty sure
and roblox automatically treats all parts linked with motor6ds or welds as one body
so the entire body will have the same network owner
and yes its safe if the arms are just for visuals
but also i dont think it will matter
because it only replicates physics
so if you arent moving the part with physics setting the network ownership doesnt matter
its use case is if you move the part with physics so now the server will treat the client position as the "correct" position and handle replication to other clients
👍
Ohh ic ic
👍
Anyone who is good at animating ui here?
You can only hire In the marketplace
ill be honest in my opinion it is better to not make a player count variable but more of a table then you can be sure that you dont go below zero and better handling if you want to do somth like last survivors get bonus xp
Payment: $1.50
Why would you make player count into a variable
no i mean a table
You get table length
And for any gamemodes youre bound to have a such table
im just giving the person some friendly advice
Tragic
What roblox ui frameworks are the best/most common?
react/fusion
Oh kk thx
react is pretty complicated due to there being like no tutorails at all youre gonna need ai to learn it trust me
Yea just looking at the code snippets gives me a headache
use the react lua tutorial site and their documentation on github and you can also look at the source code directly to see what it does
also some react functions are taken from reactjs so you can look at that documentation as well
and assume that it works the same in reactlua
ic ic
HANK
DONT GET INTO REACT
HAAAAAAAAANK
it maybe confusing but seeing it on the longer side it is way more proficient
AH IM GRATEFUL
caps srry
proficient 🥀
I dont have any bad feelings towards you jay from lego ninjago but please dont use smart looking words when you dont know their meaning
intereste+
interesting
im gonna read the docs
my brain is mush
help
me to
yeah no this is like advanged engineer shit
im gonna come back in 5 years and see if i can understand+
fusion is much more undr
fusion is bettter
nvm i think its the similar
what you talking about bnro it really can be more proficient and efficient if you use hoarcekat because you dont need to always load into the game to test ui
someone tell me why code discussion has more help than code help
this is the place for elegant discussions regarding the fascinating world of programming, code help is for politics, femboys and ragebait. and sometimes code
fuck code help
fusion feels like a longer path to a nearby gas station
hey when i preload animation it doesnt preload the anim events is theyre anyway i can also preload the anim event??
anim events are preloaded with the animation
It can be more EFFICIENT
not proficient
You thought proficient is just a more sophisticated version of efficient
Easier*
yuh
You go react for its functionalities
no clown i said they dont
?? what are you saying? clown?
are you idiot?
Normal is easy and least functional
its your fault for not adding them during the animation making
React is hard and very functional
they work wether you want it or not
are you stupid?
Fusion inbetween
your stupid
So dont use fusion
you no brain
yes
Hey the video didnt play
idk im not gonna use them honestly i dont need them
I said this and switched channels
And i already knew im gonna get flower reacted
Welcome to my code discussion
aura
i think the things u can do in fusion u can do in react but some things in react u cant do in fusion
but fusion advantage is that its faster and easier to use
and react is slower but has more features
mainly because fusion doesnt have rerenders i think
and it just directly updates ui
but u can do that in react by using bindings
instead of states
it just means when react creates the ui again
ohh fair fair but thats not necessary is it?
Did u know that you can do everything react does without react 🤯
when u update state in react it automatically rerenders
yes but the downside is ur code will be harder to maintain
Did u know u can write roblox games in assembly
what
Ye but i mean you can just write yo own react equivalent
and u will eventually just end up doing what react does anyways the more complex your game gets is what i think
is there java too
ts script is buns
its javas
with extra lemon
new shaders dropped guys
the play button is absurdly big
anyone play or talk dm me
tf ru talkin abt.. ohh right
at that point you should just make your own game engine
studio in studio?
ts took too long to code
You could do that, it would be severely limited making it with Roblox engine
am i stupid isnt effiicient and proficient kind of similiar
peak dropped
why doesnt my script work bro
sorry i dont speak chinese i cant debug
its russian actually
my scratch skills are far superior
same 🥀
i used tk make 3d engines in scratch
i was working on viewmodels and guns
thats one of my smaller projects
im trying to load my main project but its taking forever
ok cool
nvm found it
Why scratch in a roblox server
what
sned the fricking code
are these good? 1 and 7 arent in yet
bro made it!
?
is this actually tru
the highlight limit used to be 31 and now it's 255
wdym?
theyre good by my standards
what do you mean "is it true" 🤣
nun
what's ur game
bruuuuuh what is that, I want old roblox studio back
update of the year
u can turn it off tho
you can turn it off
File>Beta Features
Highlight instance limit increased
so like
PlayerAdded is an event
events by default come with the :Connect function
which subscribes a function to the event
so like whenever the event is fired, all of the functions connected to said event will be called
Connect takes a function as an argument, so you can alter the code like this:
local function E(Player)
print(Player.Name)
end
game.Players.PlayerAdded:Connect(E)
or
local E = function(Player)
print(Player.Name)
end
game.Players.PlayerAdded:Connect(E)
same thing
holy fuck
by the way thats just the variable and plane handeling
that doesnt include the physics
the c# version of it is like 10k lines
Scam Alert
can someone explain why some asset ids don't appear when i set the mouse icon to them? i'm trying to find a good crosshair/hitmarker to use but the ones that i want are either too big or they don't appear and it's just the default roblox mouse icon
and i'm pretty sure it's not the code cause i'm literally just changing the asset id
hey guys, how long does it take on avarage to get a comission done in scripting, i see many comission with like 3 days of deadline, but asking ai (the only thing i can base on) it says that almost every comission would take 1-2 weeks, but yknow its an ai, i would like to know from real scripters here
guys why doesnt it let ma allow third party sales in my map?
Depends completely on the size & difficulty of the project
also can depend on the availability of the person programming it
do you have more info?
is this scratch
mhm
holy
Yea it took me a few days for it to grow on me
can some of you guys give me an idea on what i can make to reach 200 lines of code
Why are you trying to rach 200 lines of code?
to pass the hd test
print("Hello world!") 200 times
and get scripter role
man 😭
Hitbox module
Hit box with stun and animation and ragdoll
does the total lines encompass multiple scripts
it gets to a point
you gotta understand api aswell so its not just an easy 200
it's probably a decent module/system
Yeah I make good code
I know they’re not just gonna let me get away with some random 200 line slopscript
I’ll try
Uhh
no im being 100% serious
Are tou asking me to make a phone that becomes laggy when it’s far from a router or are you messing around
Nothing is impossible.
make it buffer
and load like 3 seconds late
and also remake a trade center
so we can scam
Whaa?
theres one that begs people on the road side
I remember getting scammed out of my cursed orbs in that one jojo game
Sad
I played scam sim 99 a lot
probably literally everything worked on 2020 roblox
I am used to scamming
What ya gona do in it?
I can already visualize the scene of throwing shit at your enemy after scamming someone
And everyone has a credit card
And the only way to earn money is to possibly get scammed
And you earn money to buy new motorcycles
i dreamed of a game where i could pull off my limbs
and throw it
so theres your million dollar idea sir
I can smell the 10000 indian kids back clash on this game
could someone help me w a weld issue
beautiful
Is anyone up to helping me make a !mod/!help command?
lf scripter 20% of company or 5% with weekly payment
LF scripter for a upcoming bleach game
someone asked a very very similar question in code help just now so heres a message link to a quick good answer
#code-help message
just read the docs for that part todo w textchatservice
Thank you very much!
Do you know how to make it so when someone says !help anyone in a certain group will get a notification with the users username? (I am relatively new to scripting)
You'll want to use player:IsInGroup(groupId) function and the TextChatCommand.Triggered event
Docs for isInGroup here:
https://create.roblox.com/docs/reference/engine/classes/Player#IsInGroup
Full tutorial on how to make a custom text chat command here:
https://create.roblox.com/docs/chat/examples/custom-text-chat-commands
If there's something confusing about the tutorial, ping me
It has code samples / walks you through the steps
But when you say notification, what kind of notification are you referring to?
If you want to send the default roblox notification you could use
https://create.roblox.com/docs/reference/engine/classes/StarterGui#SetCore
and scroll down to the SendNotification part
Kinda like this?
I cant send images.\
Wth
oH
LOL
local TextChatService = game:GetService("TextChatService")
local Players = game:GetService("Players")
local sizeCommand: TextChatCommand = TextChatService:WaitForChild("HelpCommand")
helpCommand.Triggered:Connect(function(textSource, message) then
player:IsInGroup(id)
if
player:SendNotification(notification)
elseif
print ("Unable to confirm group rank")
end)
alright so there's a couple of issues with this
- Youre calling IsInGroup but youre not checking its return value (its result)
- SendNotification doesn't actually exist on the player object
- You have to end your if statements correctly
So after a chain of if / elseif / else you have to write the end keyword
local Players = game:GetService("Players")
local TextChatService = game:GetService("TextChatService")
local textChatCommand: TextChatCommand = TextChatService:WaitForChild("HelpCommand")
textChatCommand.Triggered:Connect(function(textSource: TextSource, message: string)
local userId: number = textSource.UserId
local player: Player? = Players:GetPlayerByUserId(userId)
if not player then
return
end
-- ...
end)
This is how you could start it, but what is it you want to do after the player uses it?
I also think the message checking may not be necessary since the text chat command has alias properties, but we'll see. Confirm if this only runs when the !help command is written by adding a print after the if statement
22:08:57.354 Stack Begin - Studio
22:08:57.354 Script 'ServerScriptService.Script', Line 8 - Studio - Script:8
22:08:57.354 Stack End - Studio
I used the wrong method by accident, replace the GetPlayerFromCharacter with
GetPlayerByUserId
Read the scripts I give you too, since anyone can make mistakes !!
Alright it runs
Any idea why viewports with world models are delayed to show items which should be insdie ~1 second?
my followup question I posted below the code snippet by the way
For example you can see here the model isnt loading in the viewport at first
could be for a couple of reasons
I want to make a pop up on anyone in a certain groups screen that reads the username of the player is requesting help. Example: "Iamaspider1237 is requesting help"
how do you load them initally
Viewport frames always behave like that when you make them reappear but maybe it could be worse when you have a high amount of them, not confirmed
by popup, do you mean gui?
I try and preload client side all the models
local AnimationsModule = require(game.ReplicatedStorage.ModuleScripts.Animations)
AnimationsModule.WarmAnimations()
-- StarterPlayerScripts/PreloadModels.client.lua
local RS = game:GetService("ReplicatedStorage")
local CP = game:GetService("ContentProvider")
local MODELS = RS:WaitForChild("Models") -- Armour, Special, Weapon, Rig, etc.
task.spawn(function()
print("[Preload] Starting models…")
local ok, err = pcall(function()
CP:PreloadAsync({ MODELS })
end)
if not ok then
warn("[Preload] PreloadAsync failed:", err)
end
while CP.RequestQueueSize > 0 do
task.wait()
end
print("[Preload] Models complete.")
end)
preloading like this is really only for images sounds and other things directly from the roblox website iirc
Yes, and I want to make it only show up for a certain amount of time before it goes away.
so models aren't going to be loaded like that
Hmmm, ok thank you I will try to load them another way.
if they're meshes you can try to load those
but the entire model isn't going to cut it here
for preloading at least
All models have a single mesh inside
this might just also be behavior with viewport frames themselves hiding their content when not visible
for everyone to see ?
and not just the local player?
So everyone can use the command, but only people in a certain group get the GUI.
Hmm I have a feeling that this may be the issuse
yea i implied that behavior could just be how viewport frames r here
I have a lotta them in a place and they do go away and reappear
when the main container opens closes without me adding that behavior myself
dont think we can edit that delay
The colour of the viewport changes after the model loads but looking at the viewport I dont change the colour or the transparency seen through the properties
alright holdon
best way for a begineer to learn lua / luau?
I checked the documentation and didn't realize this textchatservice command handling should be handled on the server, but i'm writing smth up to send to you
For me (it may be different for you) I just made a test area and watched youtube videos. It can take alot timr though.
time
I took python in 8th grade are they similar?
and I know A LIL about lua
like variables intergers booleans stuff like that
I mean ish. They have similarities but they are also different in a good amount of ways.
Take your time! I appreciate this so much.
The problem is roblox btw the workaround is to ensure viewports are always visible but offscreen just in case you encounter this problem in the future.
How useful is this?
why you sound like that
Tf kind of question is this
Obv it's a mix of a bad mic and vocal cords
I was tired and my mic was a bit bad
don’t worry guys it’s a tesla so it’s fine to be posted here
Just curious, who likes to run their games using a mostly tick/heartbeat based system or mostly events or a mixture of both? And why?
For real! I always felt it was much more consistent and efficient this way
im going to spas out
who wanna join me on a funny horror game project
u get home from work at 3am
i have already built a good portion of the map
tick based is better because its significantly less error prone
hi guys if anyone needs a coder im here i know lua and im familliar with python too i can make simple codes! dm me (prices are 700-1000)
guys i have a rather stubborn bug in my code while i was reverting versions n stuff and i have no idea where to actually look for it,
how do i get the source of a output? im getting duplicated outputs, probably due to firing events twice from somewhere
and i cant even trace it back to the script thats doing it
While true do or function startloop() what the difference?
Nvm I googled it
any scripter wanna collab?
collab with what
collab with me
anyone play or smth dms
t
should i use a package or collectionservice for a tool that has diff sizes
maybe ask a good question
He asked what you wanted to collab on and you just said collab with me
i have an idea that will get us rich if we make it
so when source is not available its usually cause the script is a duplicated created in run time, so attempting to access that specific script is not possible once you press stop
however it should tell you the name of the script that cause the output to display
so you can just use that to know which script is doing the behaviour
Can anyone teach me coding
It sucks
Can anyone teach me how to dc moonsec v3 🥺
yeah i kinda figured out, the script was basically loading in character models and i had autoload on, so after roblox's autoload i was also doing a load
and it was running twice
i didnt figure it out for 5 hours
🥀
guys when i try to create a billboard gui the size can't change and the text label in it sixe and position is changed to nan and inf how can i change it pls
i can collab with you for free, just to get experience you know
dunno if you're interested
why would u have to do that
also, just write a deobfuscator, dont do it manually 😟 ?
Mi friend had to help me with a code and sent me a protected code saying "here It Is"🥀
how 2 deobfuscate
anyone wanna play or smth dm me
@dawn raft i bestow upon thee 0 fps
nah but fr how do u get 60fps with 150px
last time i did 150px i got 4 fps
@fallen summit in my engine?
yes
C 😏
i was trying to make something like that work for my game
"like that"
yeah ok flip off
u mean the moving cube? or the dinosaur that got his nuts ripped off
😭
the
sorry what the fuck
ok regardless
i was meaning the pixelation graphics
just use any c lang
rendering
then be VERY cheap
like if u dont need it dont give it a slot
i personally use C#
but C i heard is better
realistically no language is better
u just need mem control and know how to use it
type shit
wanna know the real fuck?
that engine was HDRP
i stole Unity's HDRP kinda
hidden devs role play
interesting
videos on my feed after the engine was finished
theres one about a realistic black hole simulator
really tho, most of it relies on C, C#, C++
kk
i thought all this was in studio
💀
if it was in studio, and performative it would be massive
in studio i did worse
up there
this was in studio
lol
try the ray fog
i tried a bit more but
it got a bit insane
lf talented people to make a simple fighting game for fun (if we make revenue i will pay you depending on how much work you do
LF scripters that can make spider system
looking for some scripters for my server got 500 members tryna revive it need help making new scripts like for sab and fisch dm me if u can help out ||not a bot||
Why u accept work from random pop up messages in the first place
change that (hired) in your name to (scammed)
ye
how did he scam you
code discussion PANIC
bruh
I cant send it
cuz its too long
wait
So the problem is that the currentClick when the button is activated the clicks only increment by one even if currentClick is 2 or more and when the clicks reset to 0 it goes back to the number where it was.
Here is the leaderBoardScript: ```lua
local Players = game:GetService("Players")
Players.PlayerAdded:Connect(function(player)
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
leaderstats.Parent = player
local coin = Instance.new("IntValue")
coin.Name = "Clicks"
coin.Value = 0
coin.Parent = leaderstats
local currentClick = Instance.new("IntValue")
currentClick.Name = "CurrentClick"
currentClick.Parent = leaderstats
currentClick.Value = 1
end)```
Here is the clickScript:
local button = script.Parent
local event = button:WaitForChild("BombaCLat")
local player = game.Players.LocalPlayer
button.Activated:Connect(function()
local leaderBoard = player:WaitForChild("leaderstats")
local clicks = leaderBoard:WaitForChild("Clicks")
local currentClick = leaderBoard:WaitForChild("CurrentClick")
event:FireServer(clicks, currentClick)
task.wait(0.05)
end)```
Here is the serverScript:
```lua
local RS = game:GetService("RunService")
local button = script.Parent
local event = button:WaitForChild("BombaCLat")
event.OnServerEvent:Connect(function(plr, clicks, clickVal)
local num = clickVal.Value
clicks.Value += num
end)```
Here is the managerScript:
```lua
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local currentClick = player:WaitForChild("leaderstats"):WaitForChild("CurrentClick")
local clicks = player:WaitForChild("leaderstats"):WaitForChild("Clicks")
local frame = script.Parent
local parts = script.Parent:GetChildren()
local function check(prt, price, bool, addedClicks)
if clicks.Value < price then return end
if bool == true then
local val = currentClick.Value * addedClicks
currentClick.Value = val
else
currentClick.Value += addedClicks
end
clicks.Value = 0
end
for _, part in pairs(parts) do
if part:IsA("TextButton") then
part.Activated:Connect(function()
local price = part:GetAttribute("Price")
local bool = part:GetAttribute("Multiplyer") or part:SetAttribute("Multiplyer")
local AddedClicks = part:GetAttribute("ClickAdded")
check(part, price, bool, AddedClicks)
end)
end
end```
noice
For clicking simulator?
you could say clicking sim
I see
so does anyone know the problem here?
Lemme check
and i know its unorganized
first of all holy mess 2nd of all very smart to send leaderboard data through a remote 💀
learn fundamentals and common sense before ya code
the approach of writing random stuff till it starts working doesnt get you nowhere
bruh
I didnt even use the remote event for leaderstats
only for when player clicks
then it sends
to the serverscripts
I mean
serverscript
then it increments the val
will it work?
ok
did it work?
Heads up this code system is pretty bad
whats that for
Regardless even if he fixes the issue the system is turbo exploitable
ive made a click system
bruh
the same issue
valkcoderr
go to voiceChat
I mean general-20
I think yall dont understand the problem
I mean
the clicking works
but I have a diff problem
Yes that if u change the clicks you get per button press, the change is not reflected
no
look
when I click the button
the clicks reset to 0
which is good
but then
if I click again
at the button
to get points
not upgrading
it literally goes back to the default number before 0
plus one
and it doesnt even add one more number when I click only 1 each time
oh
wait
hold on
I think I know why
guys I fixed it
🤦♂️
uh yea
but thx to yall
cuz yall helped me
even though it did nothing
yall wasted time for me
so thank you
I use a module to handle clicks


