#code-discussion
1 messages ยท Page 219 of 1
yeah im just saying hypothetically again im just trying to learn whats possible
its kinda similar to python icl
yeah both suck
bro why does lua have an option to explain your own code to you
๐คทโโ๏ธ
use chat gpt to organize ur script ngl
do you mean roblox
insane
can we ban these people already
cantlose and evac
Could someone at least explain the concept please? Im stuck
modulescripts
I was being hopeful that it would reach home recs eventually but I lost hope
boi all i said is use ai to organize its rlly nice icl
gosh ur cooked omg
nah it did but like
first of all
ur a hater ๐
it was like 500 and then it just fell
crazy how your code is already organized badly enough
500 in a day
second
ai organization is shit
ai coding is shit in general
ai is shit
overrated ass tech
bro im meaning not changing anything just organizing and making fancy lol
--//====================================================================
--// โก Zenitsu - Thunderclap Skill
--//====================================================================
-- [[ Services & Modules ]]
local Replicated = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local ServerStorage = game:GetService("ServerStorage")
local TweenService = game:GetService("TweenService")
local PlayerStates = require(Replicated.Assets.Modules.Misc.PlayerStates)
local CooldownManager = require(Replicated.Assets.Modules.Misc.CooldownManager)
local AnimationsManager = require(Replicated.Assets.Modules.UtilsModule.AnimationManager)
local Ragdoll = require(Replicated.Assets.Modules.Misc.RagdollManager)
local Utility = require(Replicated.Assets.Modules.Misc.Utility)
local DamageMod = require(ServerStorage.Modules.CombatUtils.Damage)
local Hitbox = require(ServerStorage.Modules.CombatUtils.Hitbox)
-- [[ Remotes ]]
local MoveFXRemote = Replicated.Assets.Unreliable.MoveFX
-- [[ Skill Table ]]
local Skill = {}
--//====================================================================
--// ๐ MAIN FUNCTION
--//====================================================================
function Skill.Activate(Player, Data)
--// Setup
local Character = Player.Character
local RootPart = Character:FindFirstChild("HumanoidRootPart")
local Humanoid = Character:FindFirstChildOfClass("Humanoid")
if not (Character and RootPart and Humanoid) then return end
local oldCF = RootPart.CFrame
local oldLV = RootPart.CFrame.LookVector
--// Cooldown checks
if CooldownManager.CheckGlobalSkillCooldown({ProfileIndex = Character})
or CooldownManager.CheckCooldown({ProfileIndex = Character, CooldownName = script.Name}) then
return
end
CooldownManager.AddGlobalSkillCooldown({ProfileIndex = Character, Lifetime = 0.7})
All I know is the stats were better than last time I sponsored and last time it got more home recs than now
which is wild
I don't get it
please can we just ban them all
MAIN FUNCTION ๐
Yeah but how?
Like if I wanted to make 30 pets, would I be supposed to make 30 objects of pets and insert them into an module.index table?
sec
bro is an ai hater ๐
im a you hater
ai hater
store the data in a modulescript table
welp back to learning
unskid urself pls
omg im beggingn
FUCK
A website to sharpen your Roblox scripting skills with handmade challenges.
Who do u consider a skid?
does anyone know what this is? apparently i need to understand it to code a working circuit
qptr benchmark reached like 1.56 and 50th percentile was 1.54
im joking btw emojis and ai organization is garbage
for scripts
Oh, that's useful thanks
idk when emojis are ever a good thing to use for organization it looks so bad
its an algorithm that searches a tree level by level
which is almost 90th percentile
I mean it's fine I'm 1/2 for successful games
During the end of the ads
also I still get like 2 ccu but that's nothing
do you know how it does that
nah the stats are terrible rn
I assume it's cause
It averages 1 ccu
but they used to be decent
well yea maybe something still happens cause it's not entirely dead
look that spike u see on the left
was the last time I sponsored
and it got way more
and on the right is home recs this time
something has to happen cause no way last time it got like 100x the home recs with way worse stats
algorithm is weird
my friends obby game also started with like 2 ccu and went up to 600
in the span of a couple of weeks
u can prob search it up pretty easily but u would have to use a queue
and then add the children fo each node to the queue
and then keep going until the queue is empty
local Players = game:GetService("Players")
local UserInputService = game:GetService("UserInputService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local TweenService = game:GetService("TweenService")
local Debris = game:GetService("Debris")
local player = Players.LocalPlayer
local TEMPLATE = ReplicatedStorage:WaitForChild("tigerrush")
UserInputService.InputBegan:Connect(function(input, gpe)
if gpe or input.KeyCode ~= Enum.KeyCode.Z then return end
local char = player.Character or player.CharacterAdded:Wait()
local hrp = char:WaitForChild("HumanoidRootPart")
local vfx = TEMPLATE:Clone()
vfx.Anchored = false
vfx.Parent = hrp
vfx.CFrame = hrp.CFrame
for _, obj in ipairs(vfx:GetDescendants()) do
if obj:IsA("ParticleEmitter") then
obj.Enabled = false
obj:Clear()
obj:Emit(obj.Rate)
elseif obj:IsA("Beam") then
obj.Enabled = true
local w0 = obj.Width0
local w1 = obj.Width1
task.wait()
local tween = TweenService:Create(
obj,
TweenInfo.new(0.25, Enum.EasingStyle.Linear),
{Width0 = 0, Width1 = 0}
)
tween:Play()
end
end
Debris:AddItem(vfx, 1)
end)
how do i make this emit on 3 parts instead of 1
Lookin for a scripter that would be willing to make a game from scratch, naruto cc roleplay game.
why are the services being equally spaced
does your friend have some kind of ocd?
i did it
green part is the starting point, yellow part is the lamp and the thin parts are the wires
who wanna participate in my project and my friends dms
o ok nice O_O
i havent added rules yet because a circuit is not supposed to work like that
o ok I_I
Anybody know why some combat systems are smooth but some are jagged and slow
prob cause the server-side hit detection is off or the animations are weirdly synced
or remote events are too slow
looking for someone to make a game with!
What kind of game
uhh any game that is likely to go popular
(brainrot types of game.. (im not brainrot just saying)
Does it grow offline?
Dm
skibidi brainrot garden tower defense simulator
csn anyone be a nice guy and help me script a game i created and my scripter frend told me that it wont take a long time to script to can anyone help btw the game is trash i started a week ago so i dont think that it will be hard to script
dm me
yo
can anyone script my game for a 35 percent share?
Top best and useful things you can use in your scripts: (dont use them)
1- _G: Its a modulescript from the old old times
2- _Version: Version of the lua interpreter (now it says Luau but before it had the number of version, like Lua 5.2, etc)
also the number 3:
why use .Position when you can use the old .P?
and finally, the :Wait()
:Wait() its worse than :wait() because :Wait() is deprecated and :wait() no but both are no longer used in modern scripts
"naruto cc roleplay game"
Lebron gotim
youtube
any tips on remembering what things do?
Pretty much
If u don't use things u forget them
local function SpawnBloodPiece(targetPart, strength)
local nb = bloodPrefab:Clone()
local offsetDist = math.random() * 0.2 + 0.1
local randomOffset = Vector3.new(
math.random(-100, 100) / 100,
math.random(-100, 100) / 100,
math.random(-100, 100) / 100
).Unit * offsetDist
local randomRot = CFrame.Angles(
math.random() * math.pi,
math.random() * math.pi,
math.random() * math.pi
)
nb.CFrame = targetPart.CFrame * CFrame.new(randomOffset) * randomRot
nb.Parent = workspace
local bv = Instance.new("BodyVelocity")
bv.MaxForce = Vector3.new(1e4, 1e4, 1e4)
bv.Velocity = Vector3.new(
math.random(-6, 6),
math.random(4, 10),
math.random(-6, 6)
) * strength
bv.Parent = nb
game.Debris:AddItem(bv, 0.25)
game.Debris:AddItem(nb, math.random(89, 152) / 10)
end
local function Blood(char, damage)
if not char or not char.PrimaryPart then return end
if not damage then return end
local count = 1 + math.floor((damage - 1) / 4)
if count < 1 then count = 1 end
local targetPart = char.PrimaryPart
for i = 1, count do
SpawnBloodPiece(targetPart, damage * (math.random(3,8) / 100))
end
end
made this goofy ass blood system (boi so retro!)
Obejrzyj Untitled autorstwa Juzt18 oraz miliony innych filmรณw z kategorii Roblox Studio na Medal. #robloxstudio
Howโs it going
is this good code style wise?
oh no i have to do that or roblox screams at me
its a recreation of oop
oh lord
indeed
why do people recreate oop

this builder module:
--!strict
--!optimize 2
-- stylua: ignore start
local packages = script.Parent
local output = require(packages.Output)
export type Builder<M> = M & Buildable
export type Buildable = {
build: (any) -> any,
}
-- stylua: ignore end
local exports = {}
exports.new = function<M>(name: string, methods: M & Buildable): Builder<M>
if typeof(name) ~= 'string' then
local message = 'attempted to create a builder an invalid name.'
output.error('Builder.new', message, 3)
end
if typeof(methods) ~= 'table' then
local message: string = 'attempted to create a builder named %q with invalid methods.'
output.error('Builder.new', string.format(message :: any, name), 3)
end
if typeof(methods.build) ~= 'function' then
local message = 'attempted to create a builder named %q with an invalid build method.'
output.error('Builder.new', string.format(message :: any, name), 3)
end
for index, value in pairs(methods) do
if string.sub(tostring(index), 1, 1) == '_' then continue end
if typeof(value) ~= 'function' then
local message = 'attempted to create a builder named %q with an invalid method %q.'
output.error('Builder.new', string.format(message :: any, name, tostring(index)), 3)
end
end
methods = table.clone(methods) :: M & Buildable
return methods
end
return exports
took so long to get the autocompletion right
pairs..
output.error
holy overhead
SHUSHASDHUYAW
no like
for k,v in table do
aight
TypeError: Cannot call a value of type Buildable & M
for index, value in methods do
ts has insane overhead
is buildable & m not a table
m is a generic type
omg youre skidding
is this new type solver
no selene
thats the definition of skid
does selene use new type solver
how am i a skid if i wrote all of this myself
no
worse in some cases, but yk
thats a bit stupid
if typeof(methods) ~= 'table' then
local message: string = 'attempted to create a builder named %q with invalid methods.'
output.error('Builder.new', string.format(message :: any, name), 3)
end
it probably doesnt know it returns
cuz you are using a redirected error..
if you returned or use error, itd probably know
does output.error actually error
exports.error = function(thread: string, message: string, level: number?): never
local executor, line, fn = debug.info(level or 2, 'sln')
return error(string.format(exports.ERROR_FORMAT :: any, thread, executor, line, fn or 'unknown', message), 0)
end
why tf you returning an error
it wont even return
yep
id not do so many runtime type checks ngl, you already got the types
also maybe try changing M to like {[K]: V}
that wont work with autocomplete
which is what i want
k v is generic
hm?
<K, V>
if u have to type cast it means your doing something wrong in most cases
exceptions is when u have to hack luau type checker cuz its disgustingly bad
what is type and self in modules bruh
can u tell simply and elaborate pl
local Table = {}
function Table.doThing(self)
print(self == Table)
end
Table:doThing() -- true
type MyString = "Cool String" | string
can u recommend any video or docs?
you shouldnt restrict this concept to modules
mm not really?
huh
so type basically is for OOP?
https://luau.org/typecheck
this is good for types
A fast, small, safe, gradually typed embeddable scripting language derived from Lua
no, types are types
string boolean number etc
^
self promo in code help is wild
lol
its not a promotion man
if oop is so bad in ur opinion why is it so popular then?
java doesnt even allow u not to use it
did you even read his thing
its the primary focus in universities and training programs and its been dominant programming paradigm for decades
the answer is in this writing work
or blog or whatever call it what u want i guess
no I just asked
Im not trying to prove him wrong
ok
what to use if not oop
data oriented design is considered a programming paradigm
im not on my work pc
you could ask ai or just search it up
#define ENTITY_COUNT 1000
typedef struct Position {
float x,y;
} Position ;
void move(Position *pos, int count, float move_x, float move_y) {
for (int i = 0; i < count; ++i) {
pos[i].x += move_x;
pos[i].y += move_y;
}
}
void main(void) {
Position *pos = malloc(sizeof(Position) * ENTITY_COUNT);
move(pos, ENTITY_COUNT, 10.f, 10.f);
free(pos);
return 0;
}
simple example might just be smthl ike this
yeah so
Func(data)
which imo is less convenient than objects/encapsulation
id use it for simple data structures tho
or like performance critical
easy to debug, easy to read, easy to implement, hell more efficient
no inheretance bullshit
elaborate on the first 3?
guys i need help the script that displays gamepasses on the stands it stoped working i don't know why
Easy to debug because: data transformations happen in clear predictable ways on data structures, so basically the transparency of it means bugs tend to be localized and easier to trace because there aint no hidden state scattered across multiple encapsulated objects
there is no deep inheritance hierarchies or virtual dispatch
hello can anyone help
no
you can easily just follow the function calls and see exactly which data is being manipulated at which step
why no ???
idk i just clicked on this channel
easy to read should be self explanatory tho if u really want i can elaborate on that
bro
cant you also do that with encapsulation
i dont really see the point of encapsulation
This is a clip from the following video, which I believe is a re-upload of a Twitch livestream made in 2015:
https://www.youtube.com/watch?v=q4nUK0EBzmI
in which Shawn McGrath, a video game programmer who has worked on many games including the following:
Fortnite
N++
Dungeon Punks
Sound Shapes
Proteus
They Bleed Pixels
demonstrates and rants...
watch dis guy
k
did i start this discussion
this video will explain it way better and faster
idk, jusy think its natural to subject action instead of action subject
cuz its a real world example rather than some discord guy talking
not a clue what that means mate
dog:Bite(thing)
or
bite(dog, thing)
i prefer the first one
ohh i thought encapsulation was like private and protected attributes / methods
a key aspect of encapsulation is hiding the internal state of the object from the outside world and only allowing modification or access through defined public methods which is often managed using access modifiers like private, protected, and public
so you are kinda right
it is making variables in private
and then making those method inside public to modify them
no encapsulation is the thing making it private
you dont have to have a public method to modify / access
encapsulation would mean that the Bite method is part of dog object and the internal workings of how the dog bites is hidden behind dis method preventing u from direct external interaction with the data
which imo, makes sense
the what what
encapsulation is the reason u have the ugly ass getters and setters
then wont ecs systems be encapsulation
except the data isnt contained
it can indeed be considered that
I honestly never saw any sense using encapsulation during my oop classes in highschool
but its different from the traditional OOP encapsulation
what about event driven
event driven programming also involves encapsulation
you think pure dod is possible
its rather a spectrum than absolute state
i dont believe in any of the 'pure oop' 'pure soa' 'pure dod' stuff
it is possible but who really cares
neither do i
what i mean by that is in the end it will have to coexist with other design principles
cuz it has to meet broader software requirements
which sucks but it is what it is
either way i hate oop
fuck oop
what i got from this is the code hes reading is just hsrd af to trace, cuz its using a shit load of classing and inheritence for stupid bullshit, and i agree
but i dont do oop like this soo
Remember encapsulation? That thing where you can change implementation without affecting other code? Yeah, that was a lie. In practice it means โI hid > the data so now you have no idea whatโs actually happening or whoโs fucking with it.โ
thats my take on encapsulation
yea, that its just some dumb windowing library
whats wrong with hiding data btw
now imagine the hell you have to go through in huge code bases
code should be decoupled
you should have a few classes per sustek
not 20
guys whats the point of making scopes on datastores?
like
local playerInventoryDataStore = DataStoreService:GetDataStore("PlayerInventory")
local playerCoins = DataStoreService:GetDataStore("PlayerInventory", "PlayerCoins")
its a scope
and? what the difference between using and not using it?
brawldev said its not organized when not using it but I cant see it
honestly my main irk with oop is the abstraction
say
PlayerData
PlayerCurrency
PlayerInventory
etc
i love abstraction
gotta balance it to not overabstract tho
but I cant just get playerInventory datastore and get playercoins from it later on right?
premature abstraction is as evil as premature optimization
probably worse
you should abstract, not premature abstract, frfr
no
its separate
basically its categories
i think it prefixed the scope name into key
so it takes up key space
just categories or scopes
you can do same by using many datastores
but you need to getasync each datastore so thats not ideal
so if you can fit data into 1 store, do it
ohh
I can get all datastores from 1 get async that way?
the duality of man
it wouldnt be all data stores
well I mean inside a scope, or a directory whatever u name it
yes
if you store data in 1 datastore
so dont go overboard with using too many datastores is the moral
I get it now, thank you dude ๐
hi
why ๐ฆ
kinda lazy to read since am outside can you tell why tho in simple terms
because rn am taught oop helps with easier code when managed by diff teams ( could be done via abstraction )
else it just simplifies your code than having structural programming which is redundant for some case
what in the helly
you wanted simple terms
o ๐ญ
well it's a diff preferences but imo i do like how oop simplifies code for future cases
nice jk
you can make it as generic as possible too, with or without oop but for me i had used the same class
for projects i made
you dont need oop to create modular code
okay
thx for ur time ๐
no problem
he is less prejudiced though
Fuck oop
just talking about different points, the main flaws and stuff was talked about in the first video
FireExtinguisher stress test
๏ธ๏ธ#ROBLOX #robloxstudio #RobloxDev #robloxdevtwt #robloxdevelopers
**๐๏ธ 3โ**
how can i create a XP leaderstats for every team And they onlly get xp for that team when they are on that team like the prison games
Check the team when assigning XP
more like unpaid

Anyone here who can help me out with scripting or tutor me
il acc pay robux for it
what do u need help with?
Scripting Lua
Like just teach me basics
Or send good videos
and how you learned how to code
watch brawl dev
Brawl dev
js watch brawl dev, use chat gpt if u have questions bruh
Alr bet
yo guys pls ans my ques
do yall know any scripter slaves?
I need some for my game
there has to be some people willing to slave if we got a pretty good dev team
@obsidian geyser dms
guys, is this like indicator, in tycoon games kinda like path indicator, is it vfx or UI?
How do bulk download player data? like before a game update I would like to download player data so if something goes wrong I can rollback. and if i download player data how would i use it to rollback?
local inputmodule = {}
inputmodule.__index = inputmodule
local uis = game:GetService("UserInputService")
function inputmodule.CreateAction(input,cooldown)
local inputfunc = {}
inputfunc.Input = input
inputfunc.Cooldown = cooldown
inputfunc.Disconnect = false
setmetatable(inputfunc,inputmodule)
return inputfunc
end
function inputmodule:GetEvent()
local instance = Instance.new("BindableEvent")
local event = instance.Event
local connection
local COOLDOWN = 0
if self.Cooldown then
COOLDOWN = self.Cooldown
end
local lastuse = os.clock()
connection = uis.InputBegan:Connect(function(input,gpe)
if self.Disconnect then
connection:Disconnect()
connection = nil
instance:Destroy()
self.Disconnect = false
return
end
if gpe then return end
if self.Input then
if os.clock() - lastuse >= COOLDOWN then
if input.KeyCode == self.Input then
lastuse = os.clock()
instance:Fire()
end
end
end
end)
return event
end
function inputmodule:Disconnect()
if not self.Disconnect then
self.Disconnect = true
end
end
return inputmodule
is this good or bad i dont wanna repeat connections every script
its a beam, put one attachment on the humanoid root part and another one whenever you want it to point
but in this case its probably in the head
Worst code I've ever seen.
Beam
why are hiddendevs so nerd im going to rodevs to look smart around some peanut brain individuals
oop for that is crazy
fake constant declaration in function scope
is also crazy
i will poo your code
its a path yea
stop doing cursed shit
whyy
cuz why tf make a lambda
cuz why tf not

function(x, y, z) print(x, y, z) end
is not that longer than
(x, y, z) => print(x, y, z)
tf are you talking about
(print) [[Hello World]]
about your dumb shit code mate
ok did something and the code is different and looks cleaner on the other script
ok
local inputmodule = {}
inputmodule.__index = inputmodule
local uis = game:GetService("UserInputService")
function inputmodule.CreateAction(input,cooldown)
local bindable = Instance.new("BindableEvent")
local inputfunc = {}
inputfunc.Input = input
inputfunc.Instance = bindable
inputfunc.OnAction = bindable.Event
inputfunc.Cooldown = cooldown or 0
inputfunc.Disconnect = false
setmetatable(inputfunc,inputmodule)
inputfunc:Connect()
return inputfunc
end
function inputmodule:Connect()
local connection
local lastuse = os.clock()
connection = uis.InputBegan:Connect(function(input,gpe)
if self.Disconnect then
connection:Disconnect()
connection = nil
self.Disconnect = false
return
end
if gpe then return end
if self.Input then
if os.clock() - lastuse >= self.Cooldown then
if input.KeyCode == self.Input then
lastuse = os.clock()
self.Instance:Fire()
end
end
end
end)
end
function inputmodule:Disconnect()
if not self.Disconnect then
self.Disconnect = true
end
end
return inputmodule
on the other script i just did
local action = inputmodule.CreateAction(Enum.KeyCode.One,cooldownvalue.Value)
local connection = action.OnAction:Connect(function()
print("works")
end)
and it works
Please read the following channels and then run /post rather than attempting to hire here:
is it better
maybe
yayy
now that is preddy tuff
this is pretty bad
Ez free feet pic
local InputModule = {}
InputModule.__index = InputModule
local UserInputService = game:GetService("UserInputService")
function InputModule.new(input, cooldown)
local self = setmetatable(InputModule, {})
self.Input = input
self.Instance = Instance.new("BindableEvent")
self.OnAction = self.Instance.Event
self.Cooldown = cooldown or 0
self.Connection = nil
self.Connected = true
return self
end
function InputModule.Connect(self)
self.Connected = true
local lastUse = 0
self.Connection = UserInputService.InputBegan:Connect(function(input, gameProcessed)
if gameProcessed then return end
if os.clock() - lastUse >= self.Cooldown then
if input.KeyCode == self.Input then
lastUse = oc.clock()
self.Instance:Fire()
end
end
end)
end
function InputModule.Disconnect(self)
if self.Connected == false then return end
self.Connection:Disconnect()
self.Connected = false
end```
are you fucking gay or some shit
whats ur actual rating on chess.com
100
Pretty cool but i would quit typing like that if i were you
im still an intern right now ๐
If there is movement in the animation, can I stop my character where the animation stopped or is it not possible?
ooo hi tobinator
thanks!!
transfem, why?
LMAO
???
oh i thought this was from him
Are u able to check how many times ive been banned
I can, but revealing it and discussing such actions publicly or privately, neither is allowed
are u able to explain in short whats the purpose of self
its just a reference to its own object
its the same as ```lua
local part = workspace.Part
part.FindFirstChild(part, "MyPart") -- you have to pass in the part directly to itself
part:FindFirstChild("MyPart") -- you dont have to pass the part into the parameter, : automatically does this for you```
Iโm working on a menu system where the character doesnโt load until you interact with the menu. The idea is that initially, your character isnโt loaded, and when you click the menu, it triggers the character to load. after clicking the menu, it automatically disappears. Iโm stuck on how to prevent the character from loading until the menu is clicked, as when the character isnโt loaded, my gui doesnโt show up. any help or suggestions would be greatly appreciated
just toggle Players.CharacterAutoLoads
Use the marketplace. #marketplace-info
guys why when i fire this script my character is kissing instead of neck biting its facing player face to face
Thank you
can somebody help?
blud what
can you help
UHM ROBLOX KISSING REAL?
bro can yall help?
like why yall trolling and shit
im actually trying to learn.
bruh
when i click e instead of the attacker being behind hte player its infront of him facing each otehr
Make it so he teleports to their lookvector -
??
oop...
when applying for the scripter role or whatever, do i gotta make a whole bunch of comments or only for the most important parts?
how small
hey
any devs here use this feature? does it offer any benefit at all?
I have a map, but I've tried everything and it's only playable on the computer.
Someone help me.
I think that just puts the product inside gamepasses page under the game
he said make it so it tps it to the negative lookvector of the thing ur tryna bite basically
mhm
how
people who play ur game might be given the game pass when people buy robux or sm like that
i dont see why not
ok but do i get anything for it
do i get anything for it
cuz all this seems to do is give away my gamepass for free as roblox earns revenue
prolly idk
Anyone got a working gun system that I could use? Wasnโt able to find much online
anyone know why it says this
i think its either privated or content deleted
it just gives roblox more cash not you
hi guys
๐๐why would this ever be enabled
Yes
Can someone tell me why I can't get my scrollingframe with textlabels inside it to properly fit on other resolutions, when i switch to something with a smaller screen, it wont scroll to the bottom, and using AutomaticCanvasSize it tries to fit all the elements of the scrollingframe on the screen at once. It seems to squish all the elements smaller. I would send a picture but I dont have perms
Because
Hey everyone, I'm trying to set up a game system where after a sequence of events in game, a player walks on a finish pad. when this event occurs, a cutscene needs to activate, and the player is assigned one of 2 roles. if one role is selected, an animation pre made plays where once finished, they are teleported to one area, and when other role is selected, a different teleport to different area sequence happens. How would I go about setting this up?
fire an event to all clients with their role, don't use :FireAllClients() method in RemoteEvent instead loop through the players and use a remote event to fire to their own client with their rolee
local Players = game:GetService("Players")
function OnFinishPadTouched(Hit)
local Character: Model -- I'm not typing all this out
local RemoteEvent: RemoteEvent -- use your own path
local Player = Players:GetPlayerFromCharacter(Character): Player
-- replace PlayerRole with their role.
RemoteEvent:FireClient(Player, PlayerRole)
end
if your animation plays once the finish pad is touched you can do this
but if it's once all players touch the pad
I would loop through the players and then send in their role through there
Thank you!
#vibecoding #nojob
who
Do you know someone named Basil
wdym, as in you're firing remote events for server changes to update UIs? Not really bad but if it's excessive or there are other methods I would recommend just scripting everything with local scripts,, obviously
no its js I heard remote functions were for ui stuff cuz their instant and I was using remote events before so im just remaking all my ui script into remote functions
Never heard of em why
Strange coincidence then I suppose
Your name and pfp are awfully similar to a person I know
I need to change the username I set it to thise a while ago and just never changed it, and also for pfp I just watched reze arc as a CSM fan and really liked it
Fair enough ๐ญ
Good luck finding the Basil person if you're trying to find em ๐๐
I'm confused, so you're using remote events for like everything?
What is this supposed to mean
RemoteEvents are for communication between the client & server, vice versa
no no
nvm i got my answer
Ohhh gotcha ๐ญ yeah I just make UGC stuff on roblix from time to time and am shootin the shit with a buddy tryna make a game rn lmao
Hey everyone, Iโve got a commission request to script a full gun system in Roblox that works in both third-person and first-person โ including shooting, aiming, and switching smoothly between the two views. What would be a fair price to charge in Robux for something like this? Just want to make sure Iโm giving a good and reasonable quote. Thanks!
this system is quite complex, does it have proper replication and is it optimized accordingly? I'd like you to go in depth into those parts of your system
ok but could you show code snippets, not full thing considering it's a commision but just how you create the gun, etc.
ok
dude what is wrong with you
I'm trying to help you figure this shit out and instead of listening to me you're asking AI
cutting me off
and you randomly left the call in the middle of me talking
๐คฆโโ๏ธ
no wonder the people you were commisioning for dropped you
yeah im confused
he dm me agan and said 2k for pistol and sniper
;-;
is he dumb or smt
he can use the script in other guns and just change some things done
he think im dumb
i will not take this deal
How caan I make a tool that morphs you into a part? but then would it be possible to turn back into ur normal roblox character ? with out respawning
for the latter, you could disable resetting and maybe just spawn the player as the part anyway if the character somehow manages to die, youd just have to keep track of the players who used the tool for the entire server
its more of a obby game, disabling reset breaks the game
Bro
?
i think i was unclear i meant like u would convert back into your normal roblox character in the same place u turned into a part
I'm using a align constraint, and I dont want it to effect the Y rotation. How do I do that?
wait wait wait wait wait, so YOU are buying the system? Nothing is adding up here because in the DMs he is claiming he "can't pay because he's broke" which I told you was a red flag
also you are dumb because he's paying you to do work that supposedly takes you less than 5 minutes and you think he's scamming you
Ik I canceled deal
๐คฆโโ๏ธ
see this is what I mean
I have to be getting ragebaited right now
is nobody seeing ts
Bro he is a scammer man he told 1.5k final so I canceled
so he hasn't paid you for the initial system?
best to not accuse anyone of things publicly but rather make a scam report if you havent already
But idk if he really is scammer no proof
ok dude stop talking please for just 1 second and think
they wanted you to make a system for you
they said "we can't pay you until christmas"
you should have just blocked them or closed the DM right then and there
I tried telling you this but you wanted to listen to your AI Chatbot instead of me and you randomly hung up on me while I was trying to help you avoid them
secondly considering you use AI to answer all your questions I can only assume your gun system was made with AI considering you're completely illiterate; English as a first language or not
do me a favor and just stop doing commisions until you gain a consciousness of your own
;-;
Wth u never told me to close
The deal u did not replied
And I used perplexity because I type fast and sometimes I mistyped smt
U can't put a allegation of using ai to make system by ai until u got any solid proof
And ai can't make 600 800 lines of code tbh
it's kind of bad at handling long scripts
And in ai ik gemini chatgpt and perplexity because I saw ads on that
Ye
So this discussion ends here
this is why you learn to script, and use ai as an assistant; ai usually gets weird after 32k characters with modern models
can it even make 1k because chatgpt stops after 200 from my point of veiw idk yours
well ai cant always be the greatest for example, it never understand that you cant do a tween animation for frames, only in image buttons and image labels; it has hard time understanding a call to replicated storage is more memory effecient than creating a new instance via code everytime something fires; ai is only good but will never do things rn like " make me a whole game " its more for questions like " help me link link this animation id to a local script that will replace the default run with this run animation for my r6 rig" you need to be descriptive and only do one thing at a time for hyper accuracy; GL if your trying to make module chains like the pros tho
can anyone help with a acceleration thing so when it detects ur running u go faster and faster and the max is 50
bro
wdym
ai as an assistant is how I began
What are the pros of OOP and how different is it from a modular framework?
makes code safer
prevents accidental modification
easy to reason about
less repetition
easier to expand your game or system
cleaner code
makes large systems easier
able to read
easy for teams
best for big projects
OOP is different from modular programming because OOP creates objects that each have their own data and behavior, like individual humanoids or parts. modular programming just provides reusable functions without creating separate instances. So modular code organizes features, while OOP lets you make many unique objects that act on their own.
get it?
@dark imp
Yeah I think it makes sense, thanks :)
ur welcome
absolutely
make own loading system, you could also do devforum trick of not deleting humanoid and putting it inside new character, but its not exactly easy
also disable died effect I mean
anyone needs full game packages ( ready made games )?
me ๐ฅบ๐ฅบ
๐
did you guys know you cant instance a player object
fun fact of the day
holy damn
crazy
who knows scripting
i need someone who can script promotion blimp for me i have model and ui
ill pay
dm me if can
its all in green so yeah
Yo guys anyone willing to teach me scripting? I could pay some rbx (not much)
If it would be fun to u then les do it ill get some guidance too
how do people make Inverse kinematics leg placement that match animations
I think it'd be better if you made use of #tutors
Oh i js saw
But anyways I dont have much money to spend
guys what should i learn next after knowing the basics im kinda lost rn
doesnt the air go the same velocity
lf a scripter for a duo coding project lmk
do you guys know how to make the character dissapear when die?
like instead of their body part falling, it dissappear all together
just delete their character when they die
thx
f
hello i need help i just built a boat and i want it to move fast any one that can do that ill inv to studio
do u guys like my file structure? its very modular
the one with 4 chains handles giving armor the one with 3 chains handles tools and the other 2 are for teleports
anyone wanna try out my game? a fighting game
@gusty pecan check dms
yeah sure what is it called
ai is the goat?
yo guys this is day 3 of asking if there are any scripter slaves pls help ๐ญ
he is right
no
Yo guys
how do I see the physics info tab in game
I know microprofiler is Ctrl+F6 but Idk the other ones
its from f2 to f6
how can i find out what script is increasing games ping
How do I design patrol NPC from waypoints, but if detects player, cancels move to? Currently it waits for move to finished and its slow
I was wondering, is it even possible to generate a set of vertices that's random but also looking like this island (only the terrain)
specifically the bottom part
cause technically the top part is just a flat polygon
You can just generate this by randomly incrementing an angle then setting the vertices within a specific range of radius
How would you guys deal with this or like your approach
for most randomly generated terrains you probably wanna study perlin noise
to make the faces of the polygon theres probably a pre made script somewhere
its gonna end up being perfectly placed wedgeparts
Well I could potentially just make a radial peak using perlin noise and rotate it 180 degrees so it's facing downwards
that could be one way of doing it
but I would still have to stitch the top terrain with the bottom terrain
look it up brotosynthesis
I have serious issue: I am unable to cancel Pathfind to checkpoint for NPC to chase player, how can I do it?
Even GPT cant handle this error lol
whats the need for this?
grow up
jesus christ
do you have a portfolio luz?
who can make me combat warriors 2?
no sadly, but I am making one in a couple of months soon
DM me
i've got an offer
I can make you good maps
that are themed like cw2
ok
pls?
okay
i can
im a pvp programmer master here
wow please make cw2 in a minutr
pay me a million
whats ur paypal ๐ซ ๐๏ธ
do you even have a budget
seriously speaking
no ๐ ๐ซท ๐ซ
its nothing harmfuk
Made a grid system for conveyors. Would not recommend
why not
Trying to line everything up with roblox's hitboxes took more time than coding the system
ur using raycasts?
Kinda
It uses ray casts to determine what the user is looking at then determines if it needs to snap on using cframe of the other part that has already been placed. If it doesnt need to be snapped then it moves on a .25 gird line
this should not be physics-based at all
or are you talking about placement
Placement is physics based
u cud set up a grid of points then raycast from the camera then put the conveyor to the position that is closest to where the raycast hits then handle everything else through a table
No cap, nobody would help you with that because youโre basically asking them to make the entire system when they can just make it themselves for free.
is it possible to make a custom rigged npc that just walks and stands still with animations
i was gonna make a post but idk the price
Wow Iโm stupid
I might re code that in the future
anyone know any good videos on how to organize your module scripts
Advanced scripter would make their own brainrot game if they wanted
Possible

Does somebody knows what vsc icon pack is this from?
My head hurt anyone wanna do my work
do you use vSC because you can keep your files on your computer
Instead of Roblox
Or is there another reason
I use vsc cause i like package management and version control with git
Ahh
Okie
Anyone need a scripter your price
1 pesso
why cant i click on move?
charmed icons
increase graphics quality
what cpu u got
does anyone know any fun projects to make in terms of scripting?
disable/increase streaming enabled radius
wheres is that at brother
workspace
god bless
max graphics
On god, I did not think that making a cold breath effect via code was gonna be this hard
๐ค
just add some kind of smoke particle emitter and parent it to a attachment inside the playerโs head
sounds like a coool idea though!
Im about to learn coding, anything I should know first?
no
ngl man I donโt think anyone wants to do all that for $7
what about 8 tho ๐๐
its like 3 simple coding tasks lol
Hiring is only allowed through the marketplace regardless if it's a bunch of effort. But you could try browsing #scripter-hirable if you don't want to go through the routine of making a post in #scripter-hiring.
Check #marketplace-info.
sounds good m8 thank you for the notice ๐
Thanks ๐
three (3) nothings
how to read and write
lol, sounds good
reading very important
you need to read the documentation too
everything there is listed pretty well ordered iirc @wide igloo
would anyone happen to know if editing terrain colors in game is possible? As in creating an in-game setting that lets you change it in your experience
is python and lua similar?
im taking a python course bc i couldnt find any free lua courses
yes they feel similar to use
you can apply most of your python knowledge to lua, syntax will change obv
ok ty
how can i make rounded corners without the humanoid?
!
Hey scripting community, when you where learning, what motivated you?
I have been really motivated to learn, until I looked into the scripts others where doing and after seeing huge 400+ line scripts, I have lost motivation.
Any suggestions?
tbh i just have a good idea for a game and i want to make it happen
How long did it take you to make this game>??
im learning to code rn and havent made anything yet
but i think if you put time into learning how to code, you will start to understand it better
I watch tons of tt on it as well as yt, but its not the same as doing
anyone plays combat game? need someone to try my combat
anyone fammiliar with .NET framework and SQL servers? need help will be appreciated. will not take much time just 1-2 questions
Shoot
wwha
That means ask your question
400+ lines isn't that hard to read, it's mostly just functions doing something specific used through out the script, you can copy the name of a function and see where it's used with Ctrl+F, more experienced devs use modules now which tries to keep scripts from being over 400 lines so it's easier to read, it's basically taking a 400+ line script and splitting it to smaller scripts just so it's not so chaotic to look at and lose motivation
I was motivated to just make a fun game and just practiced every day until it worked, all my scripts were disgusting in the beginning but it worked
Don't be fooled though. Games reach anywhere from 30k -> 200k lines of code
Yes if you combine all the modules together, being organized is very very important to not losing motivation
I canโt even imagine how much code huge studios like big games would use
It happens fast like you don't even pay attention to the amount of lines you write
Around 200k
Thank god
You just have a goal and you just make stuff until it works and just might happen to take that many lines
I cannot imagine sitting there writing 200k lines of code
At that point you just donโt go outside
Like @shut sorrel said, you don't; it happens over time
200k lines of code comes together over the course of months
I do suppose that would be over months
A lot of people add a lot of spacing in code to organize what they're looking at too so a lot of it is blank space too
And these people would be full time devs
GitHub can help you track executable LOC counts for this reason
Duck any good ways to learn?
yea I don't like the hastle of uploading to github since I just prototype concepts most the time
Wait
You automate this when using Rojo for professional projects
Can one of you give me a good project to do
I canโt think of anything good I could make as a project to learn scripting
I've been using luau server plugin but it works too
Visual Studio Code provides a CLI connection to your repository. Standard version control
Well you should learn by making something you want to make, like for me I really wanted to make a sword art online game and spent months trying to figure everything out on my own and google
Make Simon
Who is Simon
The pattern repitition game
You should really make what you're interested in to stay motivated
It is a basic exercise of Luau fundamentals
I can also make it look good because Iโm a UI designer
if u dont have much exp with making games start by making simple systems that u can one day use in ur dream game
learn from other peoples script from toolbox too, it's a really good resource to scripts that do work(for the most part) and if it's similar to what you want to do the analyze the code
I wouldn't advise learning from the toolbox nowadays
It's chalk-full of legacy code and anti patterns
Ah
wow 10 years ago actually
Yeah. I started learning in 2014. It was a good resource
#PeasFactory
r u unc
Iโm gonna make the patern repetition one
yes
I should use math.random for the patterns yea?
Wait but once I have that pattern how do I save it to check if the player got it right later on
Use an array
I've never really used YouTube for scripting until I started to get more advanced and go to sleitnick or suphi kaner
Yt videos just feel like you're copying homework without learning
no one really teaches "advanced" coding
Every video that boasts advanced Roblox scripting is a lie
They're intermediate concepts at best
It's more about the concepts that you learn like oop, projectile, server replication
Take a university level algorithms and data structures class
That does help, I've been thinking starting the MIT free courses
It's just a huge time commitment
yep
When it came time for me to move on from beginner YouTube videos, I came to servers and forums. Learned everything necessary to set off on my own from real and talented scripters
none of which are advanced
same
making tetranum
function Tetra.fromString(str: string): Tetra
str = str:gsub('%s+', '')
local man, exp, layer, hyper = str:match("^([%d%.%-]+)e([%d%-]+)%(([%d%-]+)%)โ([%d%-]+)$")
man, exp, layer, hyper = tonumber(man), tonumber(exp), tonumber(layer), tonumber(hyper:: string)
if man then
return Tetra.new(man, exp, layer, hyper)
end
local man2, exp2, layer2 = str:match("^([%d%.%-]+)e([%d%-]+)%(([%d%-]+)%)$")
man2, exp2, layer2 = tonumber(man2), tonumber(exp2), tonumber(layer2:: string)
if man2 then
return Tetra.new(man2, exp2, layer2)
end
local man3, exp3 = str:match("^([%d%.%-]+)e([%d%-]+)$")
man3, exp3 = tonumber(man3), tonumber(exp3:: string)
if man3 then
return Tetra.new(man3, exp3)
end
local num = tonumber(str)
if num then
return Tetra.fromNumber(num)
end
error("Invalid Tetra number format: " .. str)
end``` so much fun lol for creating Tetra
Whatโs an array ๐ญ
Try Harvard's free Computer Science lectures
Yeah they are a bit intermediate, I mean more like greedy meshing and stuff with math is more advanced for me
And I canโt read a single line of that
Wait i can read some
Gerstners Waves, Boids, Ray-Marching, things like these
Sebastian Lauge is a great channel for gaining exposure to higher-level game development concepts
And just a fun ride in general
I know all those I just wouldn't be able it to write it myself without using AI to help with the math
That's why I study mathematics
I always envied those who knew what formulas to apply from the get-go
Being able to develop and/or optimize mathematics in game development is a valuable skill
I've definitely learned my math by just making stuff in Roblox but I've never studied it, which I wish I did earlier
If there's anything you can take away from mathematics, it's how to simplify ;)
maths is hard
I'm addicted to optimization
well prolly the algorithms thats hard
tetranum will last inf as in 3m+ yrs per operation of 1e3x1e3 but thats if i added void and abyss
It's always a thrill getting a chance to develop and optimize mathematics for game development
What im going for is a custom Explosion that damages both players, and destructible blocks based on distance, but only after a certain point which is controlled by a โDropoff Valueโ, hence the โadvancedโ part. I drew some crude graphs to demonstrate what I mean below. Distance represents the explosionโs BlastRadius with 0% bei...
Here's an entertaining example
I think the written math looks more confusing than seeing written in a script, it makes much more sense seeing math written in a script
probably because I never studied math
yep
I remember taking math in school I had to write it like a script
i prefer reading math in code
cus math symbols dont make sense and sre hard to remember
Yeah, in a script it makes sense what's actually happening
Math is more terse on paper than in code
why cant i send a picture here
anyone wanna try me fighting game 
you need to level more in the server by chatting, dunno what level for this though maybe bronze 2
Alr thx
there isn't just one tutorial, you can start with any beginner YouTube tutorial to get the absolute basics, but the rest you just google quest of what you need to do like googling "how do I tween a frame when click a button roblox" and it will have dev forums or documentation that you read
It's all mostly consistent practice
it is but it isnt. like my brother would be good at maths but shite at scripting. and ill be the opposite
they're both just written out instructions line by line, your brother should learn C
No need to fear, the scripter noob is here !
Why are you screaming with thaose variable names
Calm down bruh
idk i felt very happy
Iโm not sure if thatโs sarcastic but in the most least offensive way. That was hella nerdy
well too bad you're gonna get replaced by nerds
I suck at scripting anyways idk why Iโm here
Brawldev
I agree. Beginning is slightly hard because you need to learn properties and some other stuff beforehand
I skipped everything and went straight to his tween tutorial
Somehow I learnt it
I was new to scripting so i went through all of his coding videos, i do see him uploading some new ones but I'm advanced enough to just look through the documentation now
I had problems with understanding CFrames and how to apply them correctly thats all
how advanced are u
U have the 3D modeler role ๐ญ
I'm fairly new scripter actually, just 6 months im applying for scripting role but its not enough apparently ๐
Unfortunate
Iโm a new modeler
But i got Good really fast
Iโm tryna learn how to texture
Cus my textures keep unaligning
With my model and become blurry
well u can set resolution higher or set rendering property higher one of the two could fix your problem
Or maybe youre doing UV unwrap incorrectly idk
Whatโs the most safe way to make an inventory system that DOES NOT use data store?
Idk probably track the tools character and backpack with child added and removed and store them in tables idk why u need datastore
should i use cframe or bodymovers if i want to replicate smooth movement while using client prediction on the client?
Probably cframes and lerping
local rig = workspace.Rig
local humanoid = rig:WaitForChild("Humanoid")
local hrp = rig:WaitForChild("HumanoidRootPart")
local debounce = {
}
local part = workspace.Part
local following = false
local targetRoot = nil
local function followLoop()
while following and targetRoot and targetRoot.Parent do
humanoid:MoveTo(targetRoot.Position)
task.wait(0.05) -- smaller = more responsive/smooth
end
following = false
end
part.Touched:Connect(function(hit)
local targetHumanoid = hit.Parent:FindFirstChild("Humanoid")
if not targetHumanoid then return end
local root = hit.Parent:FindFirstChild("HumanoidRootPart")
if not root then return end
targetRoot = root
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
if not following and not debounce[player] then
debounce[player] = true
following = true
task.spawn(followLoop)
end
end)
rig:FindFirstChildOfClass("MeshPart").Touched:Connect(function(touched)
touched.Parent:FindFirstChild("Humanoid").Health = 0
end)
```Thoughts?
Anyone?
If im correct bodymovers need to be rendered by server for others to see. Or try if network ownership ciuld work im not sure then u can choose either
yea i could also have a listener on the client that would create the bodymover and would replicate that way, i honestly just want to save on performance while still trying to make the gameplay feel responsive which is why im trying to use client prediction, the only issue is that idk if running these bodymovers on the servers would cause any lag
What are u even trying to do
work on a combat system, and currently i trying to tackle knockback, i want it to feel responsive on the attacker client
Body velocity on the server?
Have u tried
thats what i initially did but the movement was delayed on the client, its because the server is receiving the request to move both players x ms after the initial click
Well obviously there will be delay no matter what method you do, any sort of instance you apply on the character needs time to replicate to the client and for remotes the information needs time to pass.
not necessarily, which is why i mentioned client prediction if you read what i said prior
What benefits would client prediction add
it gives the illusion of responsiveness, while the client is sending a request to move itself and the victim of an attack, the client is creating a "prediction" of what would happening according to the current game state


