#code-discussion
1 messages · Page 221 of 1
andrei85411
ur kind 
..?
Dude i got scammed on this one
is this real?
the guy ditched me
yeah
then make a portfolio and you get some money
thats a 10$-50$ build, depending on how much they pay you
they paid me 5k$ and they was gonna pay me another 5k but they ditched me after i gave the map
5k robux?
robux?
if thats actually real u should just force em to do partial up-front
protip, give them a fake map (cut it by half the original or smth), and if they scam you, you just gave them a horrorous map
else, just give them the original
and say it was incase
how do u make a fake map 😭
idk, my friend got 2k upfront, gave them the map cut in half, and they scammed him for nothing

Ur friend the one scamming 
no, cuz he saw there was smth weird in them
bec they rushed him so hard
and said they were getting paid this month
to pay him
scammers get scammed ahgh
Is there a performance overhead to using require by string vs direct parent requiring of modules?
Or would it be such a micro difference that it's not even a bother
don't bother
@wind pasture
minecraft modern house ahh build
its not mine xD
You wont find investor here + most roblox game have funding behind them before they even start
im looking for a scripter business partner, i handle ui, animating, modeling and building
does anyone know where to look?
does anyone have experience in these troll tower games or know how they work?
would 3 dimensional frequency tables be able to be used to display more complex datasets?
This why you always gotta sign some form of contract bruh. There’s some real snakes out here
yeah, but the scammer got scammed sooo

how do u apply for lua role again I forgot
How can I find more beginner friendly commissions, all I see are really serious projects looking for scripters with the craziest portfolios and people with years of experience, or dumb posts requesting the same amount of experience and paying 2K robux.
have u heard of the talent hub
can i ask, what is module script usefull for, i feel, that im missin something importatnt, if i am not using it
It's usefull for orginisation
and to create custom objects
or services
can i ask for some example?
wow, thx, now i understand, i can acces function inside the modul from any serverscript, TYY
bro wtf are tags
who is even using them
just use i v loop
or are they important and i dont realise it just yet?
tags are for example if you want a weapon to not hit other players
or npcs
basically you script to ignore for example the tag "npc"
ooooh
thats a really practical use case
does the thing with tag
get collected from where
like replicated storage?
or only works for workspace?
everywhere
no
Any fighting game players need to test ma new skills :v
for what purpose
business 
hiring/getting hired should only be done in Marketplace. Consult #marketplace-info
no not that i also need help
and plus whenver i try to post on marketplace my stuff gets taken down bot doesnt like me#
Can we "Look for collaboration" ?
pretty word that doesnt involve hiring directly
that has to be done in marketplace aswell
fiiiine
hey im just learning scripting but i dont fully understand "return" in scripting can anyone explain it to me please?
u call return inside a function
then it will cause the running code to go back to the function that called it and if u set the function to a variable it will set it to the return value
who did ppl learn scripting from
Internet, trying to make stuff yourself
I would strongly recommend Brawl Devs youtube series
the script editor is definitely supposed to do this
no shit
what you making with 1500 lines
i didn't make the script
i was just looking through it because script analysis is screaming about random lines of code
roblox studio is absolutely dying
plr.PlayerAdded:Connect(function(player)
player.Chatted:Connect(function(message)
print(message)
end)
end)
can anyone explain to me why this aint working
did you ctrl+f
sometimes when doing find all replace all it reveals lua c files
and itll cause studio to crash/freeze from searching so many files
and reveal files in that kind of fucked up manner
no
it literally died just from me opening the script
because it's 1,700 lines of code
itll do that
and i thought 200 lines of code was a lot
anyone know anyone here that can make chassis from scratch bro theyre impossible people to find
looking for scripter to make my entire game, deadline is 3 days, must have experience with knit, rojo, and whatever other framework sounded cool to me, pay is $3
this a joke?
it’s a completely real post i found in scripter hiring among 20 similar ones
.Chatted is deprecated and doesn't support textchatservice
i have never seen that wdym
any1 wanna make a prison style game with me, hood game type
hmm
is it good?
well if you go to lMArena you can use Gemini 3.0 pro and its the best model with multimodel reasoning and more
ye its great tysm
np
lf skilled scripter for my game, dm me!
if you need any other help i got you :>
how do i turn a number into a %?
i tried
local module = {}
module.damage = function(dmg : number, dmgbuffs : number, pen : number, resistance : number)
return (dmg + dmgbuffs%) - (resistance - pen%)
end
return module
its giving me red lines at the 2 ")" after return
hey guys how do I implement a resource efficient hitbox for a large weapon that is able to destroy parts or models if they are within the hitbox or are hit by the hitbox.
1 = 100%
local module = {}
module.damage = function(dmg: number, dmgbuffs: number, pen: number, resistance: number)
local buffMultiplier = dmgbuffs / 100
local penMultiplier = pen / 100
return (dmg + dmg * buffMultiplier) - (resistance - resistance * penMultiplier)
end
return module
thanks man i figured it out now 🙏
thanks
Just keep at it! Its good that u try first and not afraid to ask for help when you really cant figure it out
What can I use for clipping my projects? Like take a vid for my portfolio
cuz mobile screen has less resolution
just use OBS
if not Validator then
return false
end
local MaxNum = math.huge
if Validator.MaxNum then
MaxNum = Validator.MaxNum
end
local function CheckArgs(GivenValue)
if type(GivenValue) == "string" and not WhitelistedStrings[GivenValue] then
warn("Invalid argument"..":", GivenValue)
return false
end
if type(GivenValue) == "number" then
if GivenValue > MaxNum then
warn("Argument value:",GivenValue," exceeds maximum allowed value")
return false
end
end
if type(GivenValue) == "table" then
for _, Value in pairs(GivenValue) do
CheckArgs(Value)
end
end
end
CheckArgs(args)
return true
end``` hey guys, I am working on filtering client data being sent over the network and I was wondering what else I should add to best secure my remote events? I have heard about schema comparison, but I am not entirely sure what that looks like. This is my first time dong something like this, any help would be much appreciated!
u just compare the table you use for data and the table being entered as data
key names, value types, etc
so you mean make a giant table with a bunch of values and cross reference?
Can y’all rate my animation in #animation please second day btw. If any tips please say (:
Idk what skill to learn 😭
schema is like a template
local CharacterRequestSchema = {
x = "string", -- must be a string
y = "number", -- must be a number
z = "table", -- must be a table
}
n then u js need to js create a function that validates if the template
but what about the actual values that get sent over? Theres only so much you can do
exactly. that’s why you need to validate both the schema and the actual values.
like a double verification
well, ive figured it out. The remote event wrapper should do a general data validation, and then your individual systems should take care of the rest. For instance, if the client requests to drop an item from there inventory, the inventory system should be in charge of making sure that they have what they are requesting to drop. But the remote event wrapper should be more in charge of type checking the values and making sure they are within the right range perhaps
local wall = script.Parent
local allowedTeamName = "Guard" -- Team name
wall.Touched:Connect(function(hit)
local character = hit.Parent
local player = game.Players:GetPlayerFromCharacter(character)
if player then
if player.Team and player.Team.Name == allowedTeamName then
wall.CanCollide = false
wait(1)
wall.CanCollide = true
end
end
end)
Anybody knows how I can make where this can do two teams at the same on this this is for a team door
do Validator.MaxNum or math.huge
use a table
local validTeams = { "a", "b" }
if table.find(validTeams, team.Name) then
locla function CmpScheme(data, scheme)
for k, v in scheme do
if typeof(data[k]) ~= v then return false end
do extra checks for numbers, tables and instances
end
end
local wall = script.Parent
local validTeams = { "a", "b" }
if table.find(validTeams, team.Name) then
wall.Touched:Connect(function(hit)
local character = hit.Parent
local player = game.Players:GetPlayerFromCharacter(character)
if player then
if player.Team and player.Team.Name == allowedTeamName then
wall.CanCollide = false
wait(1)
wall.CanCollide = true
end
end
end)
like this
wait
local wall = script.Parent
local validTeams = { "a", "b" }
wall.Touched:Connect(function(hit)
local character = hit.Parent
local player = game.Players:GetPlayerFromCharacter(character)
if player then
if table.find(validTeams, team.Name) then == allowedTeamName then
wall.CanCollide = false
wait(1)
wall.CanCollide = true
end
end
why u delete it
is this good?
because i just added things missing
idk for what u need script
like how should it work
if i know that i would make
nvm here
local wall = script.Parent
local validTeams = {"a", "b"} -- Change these to match your Team names
local isDoorOpen = false -- Simple debounce to prevent spam
wall.Touched:Connect(function(hit)
-- If the door is already doing its thing, just stop here
if isDoorOpen then return end
local character = hit.Parent
local player = game.Players:GetPlayerFromCharacter(character)
if player and player.Team then
-- Check if the player's team is in our list
if table.find(validTeams, player.Team.Name) then
print(player.Name .. " allowed through.") -- Good for debugging
isDoorOpen = true
wall.CanCollide = false
wall.Transparency = 0.5 -- Nice visual cue that it's open
task.wait(1) -- Using task.wait is smoother than wait()
wall.CanCollide = true
wall.Transparency = 0
isDoorOpen = false
end
end
end)
@wheat tiger check if works
idk if it will work or not
it should work
ok
bro what
task.wait isnt "smoother"
not for delays like a second
its just newer
if u do wait() vs task.wait() without args is when differences show
can anyone explain to make how to make trails not do this
how do people make those trails that just follow the movement path
@rugged mist can I ask u a scripting question
sure
@here
Facing camera or making the attachment's cf rotation component constant
Or some other property idfk
Rlly
Is it even rotating..
yo do i actully need a published game to get programmer role or can I just show work done in studio
u
Neither
Its just a pastebin of a 200 line script explained via comments
FaceCamera = true
THANK YOU @stiff saddle
Np
hhggg
guys
if i want to weld a player on a block when the block is moving
what to use weld or weld constraint
The api has info on how their behavior differs im on mobile and admittedly cannot remember off top of my head beyond thst welds have a set c0
And a c0 property
ight ill try with both ig
Hello, does anyone have experience in terrain generating system algorithm??
luau*
But umm
I think youtube is your best bet if you want free
Everything else paid
and that wait() can be throttled
yes, deltatime is the elapsed time between frames, which wait() is similarly dependant on
task.wait() is tied to the task scheduler
it's dependent on what you're doing ngl, there's times it doesnt matter and times it matters a lot
wait has specific uses because it can be throttled
Im using task.wait() no matter what lol
Lol I type so much code that my phone auto correct task to task.wait() lol
on larger scale things it becomes more apparent
I tried making one long ago but it was genuinely so impossible to recreate I just started using roblox studio built-in terrain generator instead
Is it normal to apply to 10 jobs on the talent hub and get 0 responses in 24 hours, really small jobs, like bug fixes paying 2K.
do you have a portofolio
Talent hub in 2026
I have 1 game
With like 3 systems
Admin, announcements and teams
I don't have anything near enough to work on HD lol, you were a beginner once too
HD is better than talent when you’re a beginner
Just use HD since a lot of portfolios on talent probably outshine yours
I have edited this message to say memes1251, who possesses the roblox account Amer_gamerX, is my main account. I may lose access to this account at any time.
There are 0 commissions for beginners on here, I scrolled a bunch, for the past month
I never tried to get commissions when I was a beginner
make your own combat game
It's all like 500 USD full games lol
about one piece
Then you’re not rdy for them keep learning
Alright, thanks everyone
local flashlight = game:GetService("ReplicatedStorage"):WaitForChild("FlashLight")
local uis = game:GetService("UserInputService")
local Player = game.Players.LocalPlayer
local Charachter = Player.Character or Player.CharacterAdded:Wait()
local RighArm = Charachter:WaitForChild("Right Arm")
local OffFlashlightSound = flashlight:WaitForChild("Off")
local OnFlhaslightSound = flashlight:WaitForChild("On")
local FlashLightGetSound = flashlight:WaitForChild("Get")
local FlashLightIsEquipped = false
uis.InputBegan:Connect(function(input, event)
if event then return end
if input.KeyCode == Enum.KeyCode.F then
local Existing = RighArm:FindFirstChild("FlashLight")
if Existing then
task.wait(.2)
Existing:Destroy()
FlashLightGetSound:Play()
print("FlashLight Removed")
FlashLightIsEquipped = false
else
local FlashLightClone = flashlight:Clone()
FlashLightClone.Parent = workspace
local part = FlashLightClone:WaitForChild("FlashLightPart")
part.CFrame = RighArm.CFrame * CFrame.new(0, -1, -0.5)
local weld = Instance.new("WeldConstraint")
weld.Part0 = part
weld.Part1 = RighArm
weld.Parent = part
FlashLightClone.Parent = RighArm
FlashLightGetSound:Play()
print("FlashLight Added")
FlashLightIsEquipped = true
end
end
end)
uis.InputBegan:Connect(function(input)
if input.KeyCode == Enum.KeyCode.E then
local spotlight = RighArm:WaitForChild("FlashLight"):WaitForChild("FlashLightPart"):WaitForChild("SpotLight")
if FlashLightIsEquipped then
spotlight.Enabled = not spotlight.Enabled
print("SpotLight Toggled")
OnFlhaslightSound:Play()
else
print("FlashLight is not equipped")
return
end
end
end)
day 2 of learning lua
(ik the realiztion of script isnt the best)
you had prior programming knowledge?
no ima first time learning programing, likee ima builder rn which trying to learn luau
yo guys should I learn the basics of data stores or just skip straight to profile service
well knowledge doesn't hurt so learn some basics of data store then use profile service for the rest of your life
alr
plus I think you could benefit from some data store basics to make ordered datastores for leaderboards
It's better to learn thats important thing.
will do
doing pretty good for a first timer
where are u learning from?
youtube/dev forums
How do you create smooth animation for client, that is also smooth on server? Creating tween on server is laggy on client, do I have to create 2 tweens at the same time?
use remote events to tell the client to make a tween
But wouldn't that create a conflicts?
When server moves something client wants to move to specific CFrame
Server doesn't tween. it should only tell the client the final position
Okay, lets say I want to tween open gate in one part of the town, if I fire remote event to client tween and user is too far away, event fails bcuz item is nil or sum. What about this situation?
are you using StreamingEnabled if not that won't happen
if the tween is just for visual (like a sphere growing to simulate an explosion), then only tween on client
if the tween is relevant to gameplay (like a moving plataform that needs to be synced between clients), tween on both clients and server
Okay thanks, that is a really good point. So server-client tweening the same object won't conflict?
probably not 
or what I could do is to create function that sends tween to client, if object is nil, it will skip the tween (State: object too far away) and server waits the tween duration, then moves object to Target CFrame. Sounds better
yeah
its better for bandwidth too
because if you tween on the server, it will be sending new cframe info every heartbeat to all clients
Great, thank you for the help guys
WHOS' LOOKING FOR A SCRIPTER?
guys, what should i learn after advanced tutorial? Like if there any useful parameter out of tutorial
Start creating simple game, if you find something you cant script, find tutorial
Alr, ty.
Ill try to make detailed pathfinding ai with brain
who wanna be my friend im a scripter
guys
i am
is there any way to add like multiple skys? for different maps? like a black one for space themed one and a light blue for a snow themed one?
guys
i have a question, this guy Flake, is trustable? there is no way he would do a whole game for 1k
lol just drop him, not worth your time. even if he can, he'd do multiple delays wasting your time
he said its his last com before leaving
bullshit
already paid him half..
if he does scam, how do i report him? hes from this server
at most he gets banned form the server
what abt my refund.
give me a gamepass 2,000 and ill purchase it lmao
dont expect ppl to do this btw
that half i gave him, its half of all of my robux, that being 1k.
make the gamepass
damn thats sad man
why.
i jsut asked if its risky, not that i need robux
you don't need to?
your loss
does anyone know how to fix the this item is not for sale error pls help...
anything under 10k is high tier broke ass tho
being fr
fr and hiring them is worse
Explain
. That could a problem of timezone
Like he could be sleeping
Or smt
For safety take ss and keep
And sign a contract
K
second day learning on lua, writing generator logic, my head is abt 50 degree Celsius
Who is extremely good with CFrame and matricees?
chatgpt
not a fking scammer I just felt bad for him
do you want the robux instead then

? i dont get u
U giving me robux sue
i got the robux
U dont need to
i mean depends on how much it is
I usually get Comms for 100$ or above
wait free?
Say less
How much SHould the gamepass be?
@summer aurora
?
Still waiting
@summer aurora
yo still waitng
-- ModuleInfo
local GeneratorSystem = {
GeneratorStatus = "On",
generatorBrokeTime = math.random(3,10),
ElapsedTimer = 0,
}
return GeneratorSystem
-- GeneratorVisual
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local CollectionService = game:GetService("CollectionService")
local LightParts = CollectionService:GetTagged("LightPart")
local generator = workspace:FindFirstChild("Generator")
local clkickDetector = generator:WaitForChild("ClickDetector")
local highlight = generator:WaitForChild("Highlight")
local normalSize = generator.Size
local highlightsound = generator:WaitForChild("highlightSound")
local particlepart = generator:WaitForChild("Particle")
local particleEmmiter = particlepart:WaitForChild("ParticleEmitter")
local FixedSound = generator:WaitForChild("GeneratorFixed")
local isHovering = false -- flag
mouse.Move:Connect(function()
if mouse.Target == generator then
if not isHovering then
isHovering = true
highlight.Enabled = true
generator.Size = normalSize + Vector3.new(.5,.5,.5)
highlightsound:Play()
end
else
isHovering = false
highlight.Enabled = false
generator.Size = normalSize
end
end)
clkickDetector.MouseClick:Connect(function()
highlight.Enabled = false
generator.Size = normalSize
particleEmmiter.Enabled = true task.wait(.3) particleEmmiter.Enabled = false
FixedSound:Play()
task.wait(.2)
highlight.Enabled = true
generator.Size = normalSize + Vector3.new(.5,.5,.5)
task.wait(.1)
end)
--GeneratorService
-- Services
local CollectionService = game:GetService("CollectionService")
--Other Stuff
local generator = workspace:FindFirstChild("Generator")
local clickDetector = generator:WaitForChild("ClickDetector")
local moduleInfo = require(game.ReplicatedStorage.ModuleInfo)
local GeneratorStatus = moduleInfo.GeneratorStatus
local generatorBrokeTime = moduleInfo.generatorBrokeTime
local alivetime = moduleInfo.ElapsedTimer
local lightEnabled = true
GeneratorStatus = "on"
local LightTag = CollectionService:GetTagged("LightPart")
print(generatorBrokeTime)
local function GeneratorDisable()
task.wait(generatorBrokeTime)
for _, parts in ipairs(LightTag) do
parts.Color = Color3.fromRGB(63, 63, 63)
end
GeneratorStatus = "Off"
print(GeneratorStatus)
end
local function GeneratorFixing()
clickDetector.MouseClick:Connect(function()
if GeneratorStatus == "Off" then
GeneratorStatus = "on"
for _, parts in ipairs(LightTag) do
parts.Color = Color3.fromRGB(199, 199, 199)
end
else
print("Generator Alredy Working")
end
end)
end
GeneratorDisable()
GeneratorFixing()
second day of learning scripting, 80% done, need rest xd
How do I stop exploiters from editing proximity buttons hold duration in client site
On client side*
js dont
Whats the best way to go about making a flight system where passengers can walk around while its flying?
js dont
Shut up son
you cant
but you can do sanity checks
with prompt.PromptHoldBegin or something like that
Norse runes 
Hi Lily

Uhhh...first of all, WHO U? Second of all, why're you using that name ? ?
I'm your friend
I don't know/remember you, and wrong channel > >
I'm not being mean, I genuinely don't recognize you.
Whatever

how do you guys remember what a table and all that stuff is
im finna dox you now cuddy
im not doing it cuddy
how do you guys remember what a table and all that stuff is
because hes a cornball
Does anyone know where I could learn to script
I- both of those are mine ; ;
yeah hes discovered googling usernames, and tries to charge 100 robux (big money 🤑 ) for this
That is so messed up, oh my god.
scammer, scamming stupid ppl
🥶
It's such a creepy thing to do too, tho
Where did you find these screenshots, btw?
server in his bio
Ah, got it
do i really need to do the game part for brawl devs scripting toturial to learn scripting
what's the 'game part'?
he has a thing where he makes a game and you can follow along and make it
and i have trouble remembering what things do like functions and tables
Imo it's better to not do something you don't fully understand ( don't just copy him )
but practice the basics to remember them in the future
so should i re look at all of them and then like partice them each day
like each day i look at a new video?
after praticing one
because i lowkey binged them
Sure if that will help u remember
just don't make your goal is finishing the video, but understanding it
Don't watch a lot of videos in one day. Watch 1-2, take notes, and practice on whatever the video goes over.
like... at least make 3 things as a practice after each video
and play with them for a few minutes/hours
If you start binging, you won't be able to remember everything.
ok
You just gotta take it slow, learning takes time, there's absolutely no rushing, yk?
If you need help understanding something further, feel free to ask questions in HD.
Trust me, we will gladly help you.
yeah so i want to kinda learn everything i already know how to model and animate but i want to learn vfdx and scripting
so should i watch one of each video like one vfx video and learn that pratice and then do scripting
better to be really good at one thing than shit at everything
ok
Pick a specific niche.
Get good at one thing first, and then start trying to learn other things that match with it.
If you start learning too many aspects at once, the rate you'll learn at will be very slow.
what would match with modeling
Probably scripting or animation, due to the fact that you can model something and then animate it.
ok
because i want to mkae a game so i get a bit
like in a hurry but i know i shouldn't be
Yo can someone help me with my animation? I have a issue
sure
what you need help with
im trying to make the rig stayb where i dashed to contiue the fight there
but keeps going back. Please help with this issue
dang 😭
Make it all in one spot
Wdym?
Anyone trying to make a game? we can partner
no
yes
local CASH_TO_GIVE = 500 -- cash given on touch
local COOLDOWN = 5 -- touch cooldown
local part = script.Parent
local SSS = game:GetService("ServerScriptService")
local folder = SSS:WaitForChild("Data")
local PS = require(folder:WaitForChild("PlayerData"))
local target = workspace:WaitForChild("SpawnLocation")
local debounce = {}
local function teleporting(hit)
local character = hit.Parent
local humanoid = character:FindFirstChildOfClass("Humanoid")
local root = character:FindFirstChild("HumanoidRootPart")
local player = game:GetService("Players"):GetPlayerFromCharacter(character)
if humanoid and root and player and not debounce[player] then
debounce[player] = true
-- TP
root.CFrame = target.CFrame + Vector3.new(0, 3, 0)
PS.AddCash(player, CASH_TO_GIVE)
task.delay(COOLDOWN, function()
debounce[player] = nil
end)
end
end
part.Touched:Connect(teleporting) this is (GiveCash) model under it is (Touchpart) and in touchpart is this code but when i go on touchpart i get no cash fix anyone?
is it a local script
let me help u
illl write it again for u but fixed
dashing into a wall, over a part will fling me i cant rlly think of a workaround someone save me
Then check if there’s a part there
from the top of my head you should raycast in the direction of your dash and if there is a part or anything just slow the dash or stop it
Is this gonna be a turn based game
just make something and learn as you make it
docs, forums, tutorials for specific features will all help you
applying your knowledge to an actual project instead of just following along with someone else for the entire game is probably the best way to learn
im making a sport game with my mates and we auto statistics and auto umpiring, is this something that is hard to do?
if i wanna make a tornado with flying parts around it, should i calculate the position of the parts on the server and then display only on client, or should i make the client calculate the position of the parts? it's kinda complex maths but the server will already be calculating a lot of stuff, and because technically the "parts" are a visual effect i don't know which instance should get this role
Everything is possible just start making and you will find it
client
guys, how do I make it so that then I press 'E' the camera, the character's orientation and the gravity shifts 90 degrees almost like the world rotated?
I have no idea
But I have seen a funny cheat that makes u walk on walls
So it should be possible
can anyone borrow me with some robux until i get my game somehow working? ill pay em back i promise!
how much a system like mainly would go for
depending on buyer, but about 3-10k robux
may be wrong
ask other ppl and do an aproximation
will do, ty!
Second day of learning lua
should I store reciept info for dev prodcuts cuz y not
i dont really have any reason to but uhhh
What is the difference between ContextActionService and UIS?
it can create a touch button for a binded action
So CAS is more optimal?
idk about that but for shit like mobile you can add buttons like this
I understood your point
Always good to back up transactions for future refunds if issue occurs
yo this is very good for 2nd day!
how do i make it show user and sip and head
sip?
sip?
use a local script:
local players = game:GetService(“Players”)
local player = players.LocalPlayer
local playerName = player.Name
local playerDisplay = player.DisplayName
What is ‘sip’??
Then for the player img use players:GetUserThumbnailAsync()
I’m on mobile so expect spelling mistakes
This is so buns
ik but u cant store dictionaries so Im currently stringifying it'
level
json it
yea thats what I meant im currently encoding it
idk if thats good tho
do I just keep it like that
I am missing something or since when you cant pass Dictionary to datastore?
All my projects have data = {Balance = 1,...}
im pretty u cant with default data stores if you're using something like profile store it might have its own ways but im using lyra
No I use default data stores
wait let me check
idk whenever I try to save reciept it shows this
wait
Don't you have special characters there?
i was checking for that
{
["CurrencySpent"] = 0,
["CurrencyType"] = Robux,
["PlaceIdWherePurchased"] = 100561410169491,
["PlayerId"] = 6013432732,
["ProductId"] = 3311446179,
["ProductPurchaseChannel"] = InExperience,
["PurchaseId"] = "3c83e71af35cebdc68ae207959434dc6"
}
i dont think there is anything special here except the person making it
InExperience is what? string?
Can someone explain to me how we are supposed to create remoteevents, like pre made in studio or dynamically with a script?
Premade in studio always
why
what are you using to learn lua
ty
yt tut
Client would have to use WaitForChild for script to create the remoteevent, leading to way more possible errors
and forums
tysm bro this is so stupid ngl ProductPurchaseChannel and CurrencyType are both not UTF characters
they are both enums
bralwdev/the dev king
Glad we made it work, you do not need that much values saved
Im logging a message to a discord webhook about the PlayerId, CurrentSpent and ProductID I dont need really to save anything at all but its just there cuz idrk just in case
DiscordWebhooks can be unrealiable sometimes.
Just for dev product purchase?
yes cuz ProcessReceipt can fail
im logging for Gamepasses too but not saving anything
like ProcessReceipt can fail
but gamepasses cant really fail
Can't you create funnel or economy or however its called? its one of roblox features to track player action
idk how would that be useful
ive never used it
if the game has a bug then developer products failing would kinda waste the products bought
it isnt so with gamepasses u can just change it
oh you are creating logs for fails, I understand now
Other than messageservice command, is there any SIMPLE way to announce on all servers without joining one of servers? Like: Hotfix in 10 minutes > disable purchases, save data etc
Also how are games implementing updates that doesn't kick players?
MemoryStoreService?
I do no think that allows me to broadcast without joining, I am too lazy to do whole http api
oh wait I just misunderstood what u meant
local renderStepped = RunService.RenderStepped:Connect(function(dt)
if qteState["active"] == false then
if QTE.Bar.BarStroke.Transparency ~= 1 then QTE.Bar.BarStroke.Transparency = 1 end
if QTE.Bar.Size.X.Scale ~= 0.95 then UIChange.changeSize(QTE.Bar, 0.95, "both") end
elseif qteState["active"] == true then
if qteState["check"] == "none" then
if QTE.Bar.Size.X.Scale == QTE.Middle.Size.X.Scale then qteState["check"] = "fail" return end
if QTE.Bar.BarStroke.Transparency ~= 0 then QTE.Bar.BarStroke.Transparency = 0 end
if qteState["pause"] then return end
UIChange.changeSize(QTE.Bar, QTE.Bar.Size.X.Scale - QTE.Bar.Size.X.Scale * dt * 1.25, "both", QTE.Middle.Size.X.Scale, 0.95)
else
if qteState["check"] == "fail" then
qteState["active"] = false
tween1:Play()
task.spawn(changeBool, cooldown, 2)
print("fail")
elseif qteState["check"] == "average" then
print("average")
elseif qteState["check"] == "perfect" then
print("perfect")
end
UIChange.changeSize(QTE.Bar, 0.95, "both")
qteState["check"] = "none"
end
end
end)
checks of doom
i need a scripter thats good thats willing to worl for % (we have a team and server setup, dm me for info)
lol
hello
add soft shutdown system, it just closes the server and puts them into a new one
use teleport service
anyone know why this doesnt work its inside textchatservice and its a normal script
`local Players = game:GetService("Players")
local TextChatService = game:GetService("TextChatService")
local Admins = {
["Jacobrysons"] = true
}
local function onPlayerAdded(player)
if Admins[player.Name] then
local chatSettings = TextChatService.TextChatSettings
local chatWindowSettings = chatSettings.ChatWindowSettings
player.Chatted:Connect(function(message)
TextChatService:SendSystemMessage("[OWNER] "..player.Name..": "..message, player)
end)
end
end
Players.PlayerAdded:Connect(onPlayerAdded)`
Use TextChatService.OnIncomingMessage
I have a sword in the game when I test the sword isn’t in my hand but I could use it SOMEONE HELP
Show a screenshot of your tool parts in explorer
I recommend userids btw
i fixed it already but ty
local ball = script.Parent
ball.Anchored = false
local RunService = game:GetService("RunService")
local initialForwardForce = 60
local initialUpForce = 30
local airDamping = 0.99
local reboundFactor = 0.7
local frictionFactor = 0.8
ball.AssemblyLinearVelocity =
ball.CFrame.LookVector * initialForwardForce
+ Vector3.new(0, initialUpForce, 0)
ball.Touched:Connect(function(hit)
if not hit:IsA("BasePart") then return end
if hit.Parent == ball.Parent then return end
local Velocity = ball.AssemblyLinearVelocity
local contacts = ball:GetTouchingParts()
local Normal = Vector3.new(0, 1, 0)
for _, part in ipairs(contacts) do
if part == hit then
local success, contacts = pcall(function() return ball:GetContacts() end)
if success and #contacts > 0 then
Normal = contacts[1].Normal
break
end
end
end
local reflected = Velocity - 2 * Velocity:Dot(Normal) * Normal
reflected = reflected * reboundFactor
reflected = Vector3.new(
reflected.X * frictionFactor,
reflected.Y,
reflected.Z * frictionFactor
)
ball.AssemblyLinearVelocity = reflected
end)
RunService.Heartbeat:Connect(function(deltaTime)
local v = ball.AssemblyLinearVelocity
ball.AssemblyLinearVelocity = Vector3.new(
v.X * airDamping,
v.Y * airDamping,
v.Z * airDamping
)
end)
how can i make this better?
I want it to look like blue lock rivals ball.
GUYS how can i make a growing and planting systeme?

uhh
With scropt
scropt?
Yis

scropt

But how
Are u a scripter
kinda
Or discussion
i aint mr beast
Its not hard to make this
bee game
like bee swarming simulator?
i kinda did it but its laggy
want to see it?
uhh ok?
Its a yes or no question
yes then
good boy
🤨
Sorry
i cant send picture
Theres only one pic
i texted you
ok
top quest and second one T_T
if you want to see it
they are different
Ohh theyre both super nice i would go for minimalistic which is 1 but its a kids game and kids love colors so 2
I see
yea lol
but i honestly think the minimalistic is better too
2nd
looking for a scripter dm me for more info and yes theres a payment.
well depends on your audience I think kids would like the 2nd one better
someone wanna code for a game?
can anyone give me scripting advice it is making me angry and i cant understand it, please and thank yous. dm pls
guys anyone who want to buy high quality games dm me if your intrsted
should Knockback be applied on the server or local side?
any way to make the players get flung like faster? its always slightly delayed but it could be a roblox thing
I was asking a similar question because I was wondering if local and server effects knockback in terms of delay. Was this done on server or local side?
show code
the part of the knockback
anyone knows what level i need to get for image perms?
Hey guys, I have been working on a remote event wrapper/network service system and I was wondering what yall think of my methodology. Server is in charge of creating remote event objects that store the event instance itself, as well as a "Schema" table. So, remote events are created at runtime and then a specified "Schema" table is attached to it. This schema table basically just assigns a type for each argument. Then, when the client sends data to the server, the server validates the data with the schema contained in that event. If success, then good to go, otherwise nothing. For instance, Schema on server within remote object: { Argument1 = "string", Argument2 = "number" } Then, the client fires a remote DropInventoryItem:FireServer("Sword", 2) So type checking, as well as having to have the same structure for the event. If there is a missing arg or wrong type it fails
@fallen depot
this is good but adding support for ranges would make it better
guys i got ACS 2.0.1 and converted it into R15 by just changing a couple lines of code, now i got some guns and some guns are working fine but on some the echo is terrible, does anyone know how to fix this weird echo? the sound itself literally is normal and i have been playing with rolloff distances and all but i cant find the weird echo thing anywhere
got a small problem with a for loop idk whats the problem so basicly the lamp goes on but dont turns off again, would be nice if someone could help me (i changed the v to b, still dont working)
does anybody know how i can grab a player's hair accessories and skin color only and apply it to a startercharacter or their character ingame because i have a starter character but wanna apply the hair accessories and skin color
can you send the code rq?
like all?
like that part from the photo
while db == true do
print("lol")
for i,v in SealDoor:GetDescendants() do
if v:IsA("PointLight") then
v.Enabled = true
end
end
task.wait(3)
for s,b in SealDoor:GetDescendants() do
if b:IsA("PointLight") then
b.Enabled = false
end
end
end
while db == true do
print("lol")
for i,v in SealDoor:GetDescendants() do
if v:IsA("PointLight") then
v.Enabled = true
task.wait(10)
v.Enabled = false
end
end
end```
just make it like this, you don't need two loops to get the same thing
but do you know the reason why it dident work?
Can someone please help i can't figure out why my script isn't working ```lua
local player = game:GetService("Players").LocalPlayer
local character = player.Character
local humanoid = character:WaitForChild("Humanoid")
local function dead()
script.Parent.ImageLabel.Visible = true
script.Parent.ImageLabel:TweenPosition(UDim2(0,0,0,0), Enum.EasingDirection.Out, Enum.EasingStyle.Bounce, 2, false)
workspace.Dead:Play()
wait(5)
script.Parent.ImageLabel:TweenPosition(UDim2(0,0,1,0), Enum.EasingDirection.Out, Enum.EasingStyle.Bounce, 2, false)
script.Parent.ImageLabel.Visible = false
end
humanoid.Died:Connect(function()
dead()
end)``` i don't understand what the error means
uh, no but try my version and if it's not working then send me all the script if you can
i mean its not working how i want it to, thats also the reason why i did 2 loops
what you want to do? you want to turn on the lamp for 10 seconds?
like its working now but all the lamps got now a delay between each other but i want them to go on at the same time
can someone just like look at it and see whats wrong with it bc i dont wanna type all that out
udim2.new
you're just doing udim2
use task.delay instead of task.wait, maybe it will work
wait, i'll give you the new script
you're just doing Udim2(0, 0, 0, 0)
you need to do udim2.new(0, 0, 0, 0)
dont yell
THANK YOU
its rude
while db == true do
print("lol")
for i,v in SealDoor:GetDescendants() do
if v:IsA("PointLight") then
v.Enabled = true
task.delay(10, function()
v.Enabled = false
end)
end
end
end```
kinda working
I just finished a beginner level scripting guide could anyone give me an idea on what to do next?
can you send all the logic for lamps? cause probably something else is causing the issue
i am truly sorry to bother again but i must ask how i make it work everyime you die, not just once
use what you just worked on
Every time that a new character is added you need to make sure that this is connected
server
What do you mean?
like what
So right now this is only referencing one character
how many lines does your script have?
Once that character dies everything inside of them (including the humanoid with the connection) is destroyed
so don't try to learn any advanced things yet?
not until you master the basic
i don’t think it’s an issue w my code bc I’ve done many other past things w physics before and it still does it
So you could set up a character added connection I believe
oh
And then set up your humanoid connection in there
I've never done that before
try changing the ragdoll system, it may be that
how do i do that
player.CharacterAdded
like 30-60 not much and its mostly about the loop
well it’s not the ragdoll right bc the force is delayed
can you send the script here?
TY!
yeah but I don't know how it would work in a game setting, so i wana learn more..
idk
idk, cuz the ragdoll system that I use works perfectly fine without delay
local KWH = game.Workspace["System/Circle"].KWHA
local pc = script.Parent.GridComputer.Screen.Screen.SurfaceGui
local SealDoor= script.Parent.Seal
local Seal = false
local db = false
local Status = "STATUS: ▶"
KWH.Changed:Connect(function()
pc["KWH:"].Text = "KW/H: "..KWH.Value
end)
pc.TransPower.MouseButton1Click:Connect(function()
pc.TransPower.BackgroundTransparency = 0
wait(0.3)
pc.TransPower.BackgroundTransparency = 1
if db == false and Seal == false then
db = true
pc.Status.Text = Status.."Verifying energy..."
wait(10)
if KWH.Value >= 0 then
pc.Status.Text = Status.."Verifying energy completed"
wait(2)
pc.Status.Text = Status.."Seal opening engaged"
while db == true do
print("lol")
wait(1)
for i,v in SealDoor:GetDescendants() do
if v:IsA("PointLight") then
v.Enabled = true
task.delay(1,function()
v.Enabled = false
end)
end
end
end
wait(2)
pc.Status.Text = Status.."unlocking Bolts..."
wait(5)
pc.Status.Text = Status.."Bolts unlocked"
wait(2)
pc.Status.Text = Status.."Rising Seal..."
wait(10)
pc.Status.Text = Status.."Seal opening finished"
wait(2)
pc.Status.Text = Status
elseif KWH.Value < 10000 then
pc.Status.Text = Status.."Seal opening failure"
wait(2)
pc.Status.Text = Status
end
db = false
end
end)
theres a lot of things you can do by just using beginner things that doesnt have to be a game, just do small systems
so what's the issue right now?
I can't figure it out 😭 please tuck me in again
the lamps , beffore the lamps were going on but not off and now the debounce between on and off is kinda broken
ehhh.. i'll try
the debounce doesn't work?
nvm i figured it out
nevermind i didn't figure it out
no+
like the waiting, between on and off
ohhh, ic ic
guys can someone fix me this my head its drying
local function snapToGrid(coord)
return math.floor(coord / GRID_SIZE + 0.5) * GRID_SIZE
end
local function updateGhostPart(dt)
if not isBuilding then return end
local mousePos = UserInputService:GetMouseLocation()
local ray = Camera:ScreenPointToRay(mousePos.X, mousePos.Y)
local raycastParams = RaycastParams.new()
raycastParams.FilterType = Enum.RaycastFilterType.Exclude
raycastParams.FilterDescendantsInstances = {GhostPart, LocalPlayer.Character}
local result = Workspace:Raycast(ray.Origin, ray.Direction * 1000, raycastParams)
if result then
local hitPosition = result.Position
local hitNormal = result.Normal
local hitInstance = result.Instance
local isBuildableSurface = (hitInstance.Name == "Baseplate" or hitInstance.Name == "PlacedPart" or hitInstance:IsA("Terrain"))
if not isBuildableSurface then
GhostPart.Color = BLOCKED_COLOR
GhostPart.CFrame = CFrame.new(0, -1000, 0)
return
end
local targetCenter = hitPosition + (hitNormal * GhostPart.Size.Y / 2)
local snappedX = snapToGrid(targetCenter.X)
local snappedZ = snapToGrid(targetCenter.Z)
local minCenterY = GRID_SIZE / 2
local snappedY
if hitInstance.Name == "Baseplate" or (hitPosition.Y < 1 and hitNormal == Vector3.yAxis) then
snappedY = minCenterY
elseif hitNormal.Y > 0.9 then
local surfaceY = snapToGrid(hitPosition.Y)
snappedY = surfaceY + minCenterY
else
snappedY = snapToGrid(targetCenter.Y)
end
snappedY = math.max(snappedY, minCenterY)
local finalPosition = Vector3.new(snappedX, snappedY, snappedZ)
local isColliding = false
local overlapParams = OverlapParams.new()
overlapParams.FilterType = Enum.RaycastFilterType.Exclude
overlapParams.FilterDescendantsInstances = {GhostPart, LocalPlayer.Character}
local overlappingParts = Workspace:GetPartBoundsInBox(
CFrame.new(finalPosition) * CFrame.Angles(0, math.rad(currentRotationY), 0),
GhostPart.Size,
overlapParams
)
for _, part in ipairs(overlappingParts) do
if part.Name == "PlacedPart" and part.CanCollide and not part.Locked then
isColliding = true
break
end
end
if isColliding then
GhostPart.Color = BLOCKED_COLOR
else
GhostPart.Color = GHOST_COLOR
end
local tweenInfo = TweenInfo.new(0.08, Enum.EasingStyle.Quad, Enum.EasingDirection.Out)
local propertyTable = {CFrame = CFrame.new(finalPosition) * CFrame.Angles(0, math.rad(currentRotationY), 0)}
TweenService:Create(GhostPart, tweenInfo, propertyTable):Play()
else
GhostPart.Color = BLOCKED_COLOR
GhostPart.CFrame = CFrame.new(0, -1000, 0)
end
end
heres the rest of the code
idek whats happening or whats wrong with the script
but it wont let me place next to other blocks bc of the collisions
check if fixed
local KWH = game.Workspace["System/Circle"].KWHA
local pc = script.Parent.GridComputer.Screen.Screen.SurfaceGui
local SealDoor= script.Parent.Seal
local Seal = false
local db = false
local Status = "STATUS: ▶"
KWH.Changed:Connect(function()
pc["KWH:"].Text = "KW/H: "..KWH.Value
end)
pc.TransPower.MouseButton1Click:Connect(function()
pc.TransPower.BackgroundTransparency = 0
wait(0.3)
pc.TransPower.BackgroundTransparency = 1
if db == false and Seal == false then
db = true
pc.Status.Text = Status.."Verifying energy..."
wait(10)
warn("Waited 10 seconds")
if KWH.Value >= 0 then
pc.Status.Text = Status.."Verifying energy completed"
wait(2)
pc.Status.Text = Status.."Seal opening engaged"
if db then
print("lol")
wait(1)
for i,v in SealDoor:GetDescendants() do
if v:IsA("PointLight") then
v.Enabled = true
print("lamp is on")
task.delay(1,function()
v.Enabled = false
print("lamp is off")
end)
end
end
end
wait(2)
pc.Status.Text = Status.."unlocking Bolts..."
wait(5)
pc.Status.Text = Status.."Bolts unlocked"
wait(2)
pc.Status.Text = Status.."Rising Seal..."
wait(10)
pc.Status.Text = Status.."Seal opening finished"
wait(2)
pc.Status.Text = Status
elseif KWH.Value < 10000 then
pc.Status.Text = Status.."Seal opening failure"
wait(2)
pc.Status.Text = Status
end
db = false
end
end)
if not then tell me if it printed the "lamp is on" and "lamp is off" or send me a clip so i can see what is happening
oh i see lol
yh
local KWH = game.Workspace["System/Circle"].KWHA
local pc = script.Parent.GridComputer.Screen.Screen.SurfaceGui
local SealDoor= script.Parent.Seal
local Seal = false
local db = false
local Status = "STATUS: ▶"
KWH.Changed:Connect(function()
pc["KWH:"].Text = "KW/H: "..KWH.Value
end)
pc.TransPower.MouseButton1Click:Connect(function()
pc.TransPower.BackgroundTransparency = 0
wait(0.3)
pc.TransPower.BackgroundTransparency = 1
if db == false and Seal == false then
db = true
pc.Status.Text = Status.."Verifying energy..."
wait(10)
warn("Waited 10 seconds")
if KWH.Value >= 0 then
pc.Status.Text = Status.."Verifying energy completed"
wait(2)
pc.Status.Text = Status.."Seal opening engaged"
if db then
print("lol")
wait(1)
for _,v in ipairs(SealDoor:GetDescendants()) do
if v:IsA("PointLight") then
v.Enabled = true
end
end
task.wait(1)
for _,v in ipairs(SealDoor:GetDescendants()) do
if v:IsA("PointLight") then
v.Enabled = false
end
end
end
task.wait(2)
pc.Status.Text = Status.."unlocking Bolts..."
task.wait(5)
pc.Status.Text = Status.."Bolts unlocked"
task.wait(2)
pc.Status.Text = Status.."Rising Seal..."
task.wait(10)
pc.Status.Text = Status.."Seal opening finished"
task.wait(2)
pc.Status.Text = Status
elseif KWH.Value < 10000 then
pc.Status.Text = Status.."Seal opening failure"
task.wait(2)
pc.Status.Text = Status
end
db = false
end
end)
check now, if not fixed then send me a video
thats basicly what i did beffore but it wasent working, but i can try again
My recently-created game has been unavailable for 20 minutes even though I've completed the questionnaire, why could this be?
its working BUTT it must be in a loop so that it repeats
so when you press the button, it should turn on the lamp, then after one second it should turn off, and then turn back on?
bro chill be patient
yes
if you press the button again, do you want to set the db to false so the lamps won’t turn on and off?
ic
Thanks, will do
hi guys anyone want to help me with my server
local KWH = game.Workspace["System/Circle"].KWHA
local pc = script.Parent.GridComputer.Screen.Screen.SurfaceGui
local SealDoor= script.Parent.Seal
local Seal = false
local db = false
local Status = "STATUS: ▶"
KWH.Changed:Connect(function()
pc["KWH:"].Text = "KW/H: "..KWH.Value
end)
pc.TransPower.MouseButton1Click:Connect(function()
pc.TransPower.BackgroundTransparency = 0
task.wait(0.3)
pc.TransPower.BackgroundTransparency = 1
if db == false and Seal == false then
db = true
pc.Status.Text = Status.."Verifying energy..."
task.wait(10)
warn("Waited 10 seconds")
if KWH.Value >= 0 then
pc.Status.Text = Status.."Verifying energy completed"
task.wait(2)
pc.Status.Text = Status.."Seal opening engaged"
while true do
print("lol")
for _,v in ipairs(SealDoor:GetDescendants()) do
if v:IsA("PointLight") then
v.Enabled = true
end
end
task.wait(1)
for _,v in ipairs(SealDoor:GetDescendants()) do
if v:IsA("PointLight") then
v.Enabled = false
end
end
task.wait(1)
end
task.wait(2)
pc.Status.Text = Status.."unlocking Bolts..."
task.wait(5)
pc.Status.Text = Status.."Bolts unlocked"
task.wait(2)
pc.Status.Text = Status.."Rising Seal..."
task.wait(10)
pc.Status.Text = Status.."Seal opening finished"
task.wait(2)
pc.Status.Text = Status
elseif KWH.Value < 10000 then
pc.Status.Text = Status.."Seal opening failure"
task.wait(2)
pc.Status.Text = Status
end
db = false
end
end)
guys i want that i can start a song when you enter a building. is this possible?
HELLL NAHHHH IT WAS THE ONE WAIT
AM SO STUPID
OFFCURSE IT WASENT WORKING
thx so much without you it would took me more then 1 hour....
yeah, np
Can someone help me? There's a bunch of Warnings (inside of Script Analysis) in my imported Libraries/Packages (such as Packet module), Is there a way to ignore every warning/error inside of specifics Folders?
I know there's "Display only currents", but I wanted to keep it disabled and know if there's a script that is currently problematic (I use --!strict in my whole project)
just use ParticleEmitter:Emit()
ty
is learning/dissecting code from a game template good for experience?
just go to the dev forum brody
i alr but
tbh i kinda don't want to read rn
then ur cooked
my heads kinda fried rn thats why
i might read later after i get more sleep
later
trying to dissect already made code js gonna make it hurt more
fuck no
...yeah am a stick with the adv tut guide i found
and read later
am js not feeling it rn
sure. it doesnt matter much what you do, so long as you are making or heavily modifying stuff
so long as youre doing that youre guaranteed to learn
also you probably want to do more making stuff than watching- watching should be 40% or less of your time i think
Wow...thank you, this probably the best advice I've gotten in a while
I'll keep the 40 watch percentage in mind also
ya the only mistake people make is various forms of not making stuff
(giving up, only watching videos, only reading, etc)
so long as youre makin stuff you are basically guaranteed to learn. you just want to be in a loop of googling stuff, writing/copypasting code, getting errors and debugging
u better get used to getting errors btw cause everything breaks the first 15 times
alright, will do
only if u dont use ur brain
i think though that beginners have an expectation that errors are like
very very bad and mean you fucked up terribly
when in reality, its pretty normal to get lots of bugs and need to fix them
its just how it is when u make stuff
local EMOTES_PER_PAGE = 5
local pages = {}
local emoteCount = 0
local uiPageLayout = emotesFrame:FindFirstChildOfClass("UIPageLayout")
local function createNewPage()
local newPage = pageTemplate:Clone()
newPage.Name = "Page_" .. tostring(#pages + 1)
newPage.Visible = true
newPage.Parent = emotesFrame
for _, obj in ipairs(newPage:GetChildren()) do
if obj:IsA("Frame") then obj.Visible = false end
end
table.insert(pages, newPage)
return newPage
end
local activePage = createNewPage()
local function createPagedEmoteButton(name, anim, soundTemplate, category, folderRef)
if emoteCount >= EMOTES_PER_PAGE then
emoteCount = 0
activePage = createNewPage()
end
emoteCount = emoteCount + 1
local btn = createEmoteButton(name, anim, soundTemplate, category, folderRef)
btn.Parent = activePage
btn.Visible = true
end
local function rebuildPages(filteredList)
for _, page in ipairs(pages) do
if page and page ~= pageTemplate then page:Destroy() end
end
pages = {}
emoteCount = 0
activePage = createNewPage()
for _, data in ipairs(filteredList) do
createPagedEmoteButton(data.Name, data.Animation, data.Sound, data.Category, data.Folder)
end
if #pages > 0 and uiPageLayout then uiPageLayout:JumpTo(pages[1]) end
end
I'm having an issue with my EmoteUI page system, for context on what i'm talking about this is a snippet of the script to make the ui functional, I'm working on a emote game like ttd3 so you get the jist on how the ui works and stuff, the issue i'm having is that the pages spawn ontop of each other and not really being a list of pages
can someone help me with this?
I need urgent help Ive just released my game and there is a huge invisible bug glitch I have no clue how to fix it or where to start Im willing to pay who can fix it
dm me
how to make a script that waits for a player to be in game to fire the rest of the script contents?
anyone here know ecs can clarify me some stuff
game.players.playeradded:connect(function(plr)
plr.CharacterAdded:connect(function()
end)
end)
game.Players.PlayerAdded:Connect(function(NewPlayer)
print(NewPlayer.DisplayName .. " has joined!")
end)
You can ask chatgpt for stuff like this, be sure to tell it you are a beginner and want the simplest code possible.
i think he means the charater
oh is that what he wants?
Oh nvm i js looked at his code u right
oh alr thanks man
idk @woeful mural
o yeah he wanted the plr
why dont u use false instead of not true
this is not the problem, he doesnt know what hes writing
also that wont work at all btw
bru
idk I was tryna look techy
chatgpt can help a lot if u just want an example of how to do smth
like "how do i get the player who just joined" or "how do i make X happen when you join:"
and tell it ofc that u need simplest code possible
Why d ou have an end inside an if statement followed by another end with a )
@woeful mural you should watch brawldev tutorials hes so goated
he is a beginner
bro im LITERALLY doin his dev product tutorial rn 😭
son 😭
@jaunty wolf do u know anything about ECS
dont feel bad if they are hard, videos are quite abstract/complex, so long as youre making stuff youre guaranteed to learn quickly
nooo i dont even know what it is really sorry :(
what the hell
your "if game.players.playeradded" is not the way to do that btw
oh yea mb i forgot to change it
ahhhh 😢
also im almost done with the advanced scripting series so i hope il lbe able to start making games after this
💀
u can make games day 1 btw
theres nothing u need to get started
most of us learn by just making games
i alr tried and lowk couldnt do much
(u can do tutorials if u like tho)
but copy tutorials
chatgpt helps a lot as a beginner tbh
chatgpt + google
but u can do tutorials if u like them thats alright too
bro everyone says this but this is so hard
yea no it does suck, especially for the first 48 hours or so its terrible
alr if thast what u suggest
i feel decently comfortable wit hmy scripting and these dev product vids make ZERO sense
its really up to you- tbh, you can do anything, so long as youre making stuff most of the time (so not just watching videos without scripting for 10 hours)
ima try to make a game rn
do u wanna see the difference between code from 2 months ago and one from 1
yea ngl videos are soooo abstract and hard to understand- i feel like i get more out of them if i have already tried to make stuff
its so inasne ohow much u learn
yes
i lowkey Stole scripts early on and tried to reverse engineer them
ive never locked in rlly consistently on studio but i have like 7days of break
so im tryna learn a ton these coming days
I hear this alot too
yo what th e hell im looking at old code my coedes suck
how yall find scri[t with no virus
most of the times it goes like
-
"I want to do a backflip if i press space in the air"
-
google/chatgpt/youtube/discord/devforum, find out how to detect player jumping in the air
-
copy paste code, try to get something that detects jumping in the air, fix the bugs/errors (expect everything to break the first 15 times its normal btw)
-
bam now you have it detecting you pressing space in the air. You then do the same for applying the flip backwards, boosting you in the air, etc etc you just google each part
u just do that over and over and you can literally make a game on your first day
is it rlly fine to copy n paste other dudes code
if u are super stuck, discord is helpful
I avoided copy + paste so hard becuz i thought it woul curb my learning
yea absolutely.
i think you probably need to copy paste something 60+ times before you remember how to write it from scratch
the only issue is using tons of code that you dont understand- you gotta review things
chatgpt cannot generate everything for you
u shudnt be remembering how to code something exactly
you gotta review and try to understand a bit
yea exactly
the memorization of writing is actually not that useful
and i been trying to learn abt rblx studio scripting for atleast 6 yrs now 💀
knowing how to do something, or that you can do something, is useful
and u prob shudnt copy paste if u dont know what the code does
bet
most people do try to learn 2-3 times and give up and then finally just stop giving up on the 4th time
yea id say this is like my 10th time but i wanna stick around this time
think of it this way. If you watned to engineer an engine, youd start by looking at existing examples and asking how they work
since im seeing so many young ppl set their future sup off of rblx studio and ik i cant waste the oppurtunity
for most skills, copying is actually super useful. its almost like a super power, to just copy someone and absorb knowledge
lmfao im in the exact same spot hahaha
true
lol yea
anyways if u wanna continue video tutorials its fine- you are basically guaranteed to learn quick so long as you are spending most of your time (probably around 60% or more?) actively making stuff and googling n shit
if you do this, usually within 1-3 months you can make a version of basically any game.
dam?
Best way to make custom admin commends?
that quick bro
every single person i know who scripts was surprised at how fast they learned once they actually managed to get into the loop of making stuff
yea so far i been on a 3 day streak i think
for things like this, the main issue is the amount of work, not the complexity
the afterschool days leading up[ to thi break and now
just make stuff and it will all be good, i know a guy who made a full pizza making system in his first week
like u sauce the pizza and put toppings and cook it n stuff
FIRST WEEK
atleast 200+ lines of code for sure
if (hrp.Position.Y - throwPart.Position.Y) <= 0 then
veloY = 70
else
veloY = -70
end
what the hel was itrying to do w this
or mayb if hes not dumb like me idk
anything but using * hrp.cframe.lookvector rbo
if u just make stuff n get used to the idea of everything erroring the first 15 times im sure u will be very surprised at how fast u learn
i also REALLY liked using "huh" to debug
print('huh1')
if mouse.Target then
local character = LocalPlayer.Character
local hrp = character:FindFirstChild("HumanoidRootPart")
print('huh2')
print(mouse.Target)
if mouse.Target.Name == "PartFollowHitbox" and canRun == true and hrp.Position.Y <= mouse.Target.Position.Y then
canRun = false
print('huh3')
idek what this is
true
and dont be afraid to copy paste, ngl i was the biggest copy paster and it worked out for me
anytime i did things blindly tho they did not work so u do gotta review at least a bit
its kinda comical how alot of erros in scripting based off my experience is from a simple spelling mistake
all devs for sum reason love typin fast so i ca nsee why lol
honestly i just expect things to always break the first few times
when they dont break i dont even get happy i just get suspicious lol
on bro
hey im trying to improve my skill on scripting but idk how how
if its a oneshot smth MUSTVE gone wrong
just making games works
watch tutorials use devforum
idk what kind tho
or jst rawdogging and make projects
i think rawdogging is the method
ima highkey do that
anything you like, movement abilities use the least code for the most gameplay hours but really anything you want is fine
yeah it's impossible to find a game template Bruh 😭😭
Raw
its a reference to an ancient chinese martial art
yeah am a js make a simple skil scrpt today
any recommended modules for ragdolling characters?
should I apply knockback on local or server side?
anyone got a summary on what module scripts are?
reuseable content that can be used in any script
it depends
ohh ok
usually its better to do it on the client so u get an instantaneous response
nah am still new to codeing
iss there any way to get all gamepasses, tshirts etc a player made with or without a proxy reliably
whats the idea
its rpg
its kindalike bloxfruits
the xp things and that
well
im trynna do that
so
what do u think?
dm me if ur in
mhm, wdym
yea im fried im never making this game
i spent 5 mins making a leaderstats scirpt 💀
so theres this ability i want in my game: when the player kills a certain amount of enemies, it fills up a bar that has a special ability of killing all enemies in front of the player in a line one by one
das fine
and after doing so; the game speeds up
if you quit everything you were ever bad at, then youd never get good at anything ever
people wont write entire scripts for you
u can be 10000 different versions of you but if you dont choose one, you will be nothing
ur right
i dont want someone to write a script for me
it doesnt gotta be scripting it can be anything
bro lurks code discussion with Shakespeare lines waiting to be used
i want to like know how they would script that how they would come across the problem so that i can script it
they used to call that autism
you could use a long hitbox for the multiple character killing ig
hmm good idea
true but i wanna go from what im familiar with to unkown which in this case is everything else
and scripts are the true life sources of games
theres tons of options in how to do this.
im gonna assume you want something that works with mutliplayer or keeps the door open to multiplayer. So you probably want the bar and stuff to be clientside, and for the server to track kills.
For now, id make a server script that tracks the kills. that would be the start. store the kills like you would anything with Leaderstats (u can google or ask chatgpt how to do that part) and increment when u get a kill
without scripting everything else is void
if you have any other dev skills btw (building, vfx, drawing, anything) scripting boosts those skills in a crazy way
bet
like an artist turned scripter is totally different from a builder turned scripter or someone who only knows programming



