#code-discussion
1 messages · Page 253 of 1
that's not even bad for a beginner
if u do like 7 commissions, that's 100 dollars already
and u can use that money to hire devs for a game
Dont forget about the competition and it commission so you wont see it alot even in roblox cause of small work
If you need cash that badly then just buy or find some Templates
the competition ain't gonna matter that much
It might look bad but it the fast to make a game and sell it
cuz ill have my for hire up and ppl will respond
There alot of scripter
doesn't matter
there's a lot of builders, but people still get commissions
ur acting like there's only one dude who'll want to do your services
It better to make script that can get more attenion then just showinh only your work experiences
what are we talking abt chat?
im not saying it impossible im saying you should try to learn more and Scripts more then just trying to go instedly to commissons
idek what he's tryna say at this point
mahhh it depends
im learning and doing commissions at the same time + u can learn from commissions
is it fr ur 7th day?
yes
i dont know chat
got my first commission today (global donation leaderboard script)
oh thats EASYYY
yea
i believe u now
I learned a lot from that commission
bah im doing games instead of commissions to learn
i honestly feel you learn a lot more making games yourself
Then do it
thats what i do?
im just tired at this point
fair fair
what are you trying to prove chat
and u can use that money to learn whatever u want
or make whatever game u want
like if I wanted to rn, I could spend money to learn more advanced stuff like oop, metatables etc
but im not advanced YET
its actually not that hard
the thing is nothing is advanced
. . .
you learn by playing with code
True
bro what 😂
rs
ik im js saying an example
im probably gonna learn these things from scrolling on the dev forum
have you already learned about tables?
yes
i used it for the commission
anyone know if you can stop an animation from playing in a different script via reloading it?
i.e.
-- Script 1
local track = humanoid.Animator:LoadAnimation(example_anim)
track:Play()
-- Script 2:
local track = humanoid.Animator:LoadAnimation(example_anim)
track:Stop()
@novel scroll
use modules it will be better
or try to connect the other script idea to the main script while its not a local script
yo is there any scripter that can work for me
i got a lil nice project going on
ill text the details in messages
Do I need garbage collection on items in a players inventory when the player leaves?
My games a building/survival game and it gets super laggy when servers are old
Mobs that spawn already all have maid module in them so IK that can't be the cause
You shouldn't have too, if the functions are created on the client they only exist on the client. Unless your server code is holding onto data from the client which i don't see a use case? (A bare example would be creating a remote event for every tool the client picks up on the server side, then never deleting the remote event when the tool is deleted or client has left)?
I'm going to check the code to see if it does that
The building tools are just modified free models i found in toolbox
So could very well be doing that
There isa remote event parented to the tool that is called upon each time a terrian block is placed
I'm assuming though that if its parented to the tool that it goes away when the tool is removed from the game
Could this be the cause?
More specifically its parented to the server side script within the tool
Hello, I dont understand why my application keeps getting denied for readabillity and comments
im making a simple tycoon bc im rusty with luau and want to practice a bit more. i need help figuring out the right way to go abuot it. for example for the buttons spawning and purchasing models and upgrades i should keep all of the models in a folder in serverstorage and then clone them and handle it from there right? i guess my question is what service do i use for the purchase of models and stuff. its either repstorage or server idk
you would use animator:GetPlayingAnimationTracks() and stop the track that you want to stop
Scripter i need
Yo so i stopped using knit and want to make my own architecture and i spent a whole day researching different code patterns, i still want to make a service/controller type of pattern, but would there be needed a dependency injector and how would intelliSense work with it
do bindable events go in serverstorage
if this is a solo project then go with whatever you prefer. In my case I just have dependencies in a folder in replicatedstorage that I require directly so types actually work
Time to larp
anyone wanna team up? I kinda need help cuz im bad at scripting in lua
the wrath of the sun
you can define types for injected dependencies
instead of an interface it would just be another type
makes it kinda similar
no erroring for incorrect types tho
A pure Luau signal implementation.
bindable events can go anywhere
Can someone help me out? I have a clothing game and I’m not sure if this is a script issue or something else, but I’m using a render distance script and some of my avatars’ body parts disappear when I walk up to them. The only things left showing are the accessories. Any help would be appreciated! i would be more than happy to give rbx to anyone that helps me figure it out (:
-- SERVICES --
local ReplicatedStorage = game:GetService('ReplicatedStorage')
local RunService = game:GetService('RunService')
-- VARIABLES --
local REQUIRED_DISTANCE = 50
local Camera = workspace.CurrentCamera
local OutfitsFolder = workspace:WaitForChild('Outfits')
local RSOutfitsFolder = ReplicatedStorage:WaitForChild('Outfits')
-- DELAYED EXECUTION --
task.delay(1, function()
-- EVENTS --
RunService.RenderStepped:Connect(function()
local Outfits = OutfitsFolder:GetChildren()
local RSOutfits = RSOutfitsFolder:GetChildren()
task.spawn(function()
for _, OutfitModel in pairs(Outfits) do
local HumanoidRootPart = OutfitModel:FindFirstChild('HumanoidRootPart')
if not HumanoidRootPart then continue end
local Distance = (Camera.CFrame.Position - HumanoidRootPart.Position).Magnitude
if Distance > REQUIRED_DISTANCE then
OutfitModel.Parent = RSOutfitsFolder
end
end
end)
task.spawn(function()
for _, OutfitModel in pairs(RSOutfits) do
local HumanoidRootPart = OutfitModel:FindFirstChild('HumanoidRootPart')
if not HumanoidRootPart then continue end
local Distance = (Camera.CFrame.Position - HumanoidRootPart.Position).Magnitude
if Distance <= REQUIRED_DISTANCE then
OutfitModel.Parent = OutfitsFolder
end
end
end)
end)
end)
like i said , i bought this so i'm not sure if its something with the code or something else
doesnt look like anything that would cause the limbs to not show in this block of code
yo send it in code format chat
do you know what could cause that? or maybe something thats conflicting it that i should remove?
mb i have no idea how to do that
you open and close with 3 `
after you open the first 3 ` type lua
like this:
```lua
code here
```
-- SERVICES --
local ReplicatedStorage = game:GetService('ReplicatedStorage')
local RunService = game:GetService('RunService')
-- VARIABLES --
local REQUIRED_DISTANCE = 50
local Camera = workspace.CurrentCamera
local OutfitsFolder = workspace:WaitForChild('Outfits')
local RSOutfitsFolder = ReplicatedStorage:WaitForChild('Outfits')
-- DELAYED EXECUTION --
task.delay(1, function()
-- EVENTS --
RunService.RenderStepped:Connect(function()
local Outfits = OutfitsFolder:GetChildren()
local RSOutfits = RSOutfitsFolder:GetChildren()
task.spawn(function()
for _, OutfitModel in pairs(Outfits) do
local HumanoidRootPart = OutfitModel:FindFirstChild('HumanoidRootPart')
if not HumanoidRootPart then continue end
local Distance = (Camera.CFrame.Position - HumanoidRootPart.Position).Magnitude
if Distance > REQUIRED_DISTANCE then
OutfitModel.Parent = RSOutfitsFolder
end
end
end)
task.spawn(function()
for _, OutfitModel in pairs(RSOutfits) do
local HumanoidRootPart = OutfitModel:FindFirstChild('HumanoidRootPart')
if not HumanoidRootPart then continue end
local Distance = (Camera.CFrame.Position - HumanoidRootPart.Position).Magnitude
if Distance <= REQUIRED_DISTANCE then
OutfitModel.Parent = OutfitsFolder
end
end
end)
end)
end)
anymore snowboard
emacs
what did we do to get scripter role here?
requirements are here: https://hiddendevs.com/bulletin?id=2
you can apply here: https://hiddendevs.com/applications
yeah but what type of code to submit?
im thinking a networking library with buffers, i need some good ideas
it can be anything, really, as long as it meets these requirements
like i submitted a dungeon generator
i submitted this and it didnt get through
gimme 1 sec
206 lines, meets the requirements
should I apply for the scripting given that ik data/profile, vfx with animations, and movement system?
game = Getservice:(self:: part) : game?
self.color = {
not = "Red"
}
self.parent = getservice
Skid worthy?
What the heck is a dungeon generator
I also have a full NPC office system that I will not be submitting bc i dont feel like going back to make comments
basically generates a maze of connected rooms with a set size
this was the example place i gave: https://www.roblox.com/games/94359417229511/Dungeon-Generator
Hi
Nice
thanks
pretty cool
🥳
getservice:(forsaken)
end)
why is my copy game script not working
It's a virus
who can make frameworks?
getservice:"forsaken"
instead of getservice:(forsaken)\
thank you so much this worked
since i fixed it can u make me a game
or give me 600 dollars
or 5 robux
please
what game
getservice:("steal a brainrot")
end)
thank u gng
open studio and use that in command bar
has anyone made a damage tab handler before? I just made one for the first time and I'm curious on if there's a better way to make one or if this is pretty standard
-- // Services
local G = game
local Players = G:GetService("Players")
local S_Storage = G:GetService("ServerStorage")
-- // Assets
local damage_tabs = {}
local manager = {}
-- Add a players damage to another players tab
function manager.AddTab(dpl : Player, vpl : Player, dmg : NumberValue)
if not damage_tabs[vpl] then -- The character doesn't have an existing tab
damage_tabs[vpl] = {}
damage_tabs[vpl][dpl] = dmg
elseif not damage_tabs[vpl][dpl] then -- The characters dealer hasn't done any damage to them yet
damage_tabs[vpl][dpl] = dmg
else -- The dealer has done damage to them before so add it to their current tab
damage_tabs[vpl][dpl] += dmg
end
end
-- Remove an existing players tab (Likely because they just got out of combat)
function manager.ResetTab(pl : Player)
if damage_tabs[pl] then damage_tabs[pl] = nil end
end
-- Remove both the players tab and any mention of them in other tabs (Likely because the player died)
function manager.ResetAllTabs(pl : Player)
for cht,tab in damage_tabs do
if cht == pl then continue end
for plr,dmg in tab do
if plr == pl and tab[pl] then
tab[pl] = nil
break
end
end
end
if damage_tabs[pl] then damage_tabs[pl] = nil end
end
-- Return the damage tab of a player
function manager.GetDamageTab(pl : Player)
return damage_tabs[pl]
end
-- Return manager
return manager
whats a damage tab handler
to keep track of how much damage players do to other players
so if a player dies you know who gets the kill
oh
instead of just "last player to do damage gets the kill"
ay to do that wouldnt u track how much dmg u do to a player wit like player id
i'm using player instance since it's basically the same thing
why u using a module script
no 2 player instances are the same
why ru using module script
so i can access it in different scripts
not really cause i'm keeping track of a table
if i were to print an example table it would be something like
ah
[Player1] = {
[Player2] = 54,
[Player5] = 10,
},
[Player3] = {
[Player7] = 33,
[Player1] = 15,
[Player4] = 40,
}
this is basically what it keeps track of
alr
I never did it before so Idk but couldnt u find the player wit the most dmg and then give the player an attribute with the player who did the most dmg name\
so if i want to see who did the most damage i can do something like this
if vhum.Health <= 0 then
local highest = {}
highest.Player = dealer
highest.Damage = 0
for plr,pdmg in DamageTabs.GetDamageTab(vpl) do -- Returns a table of pl -> damage
if pdmg > highest.Damage then
highest.Player = plr
highest.Damage = pdmg
end
end
local highest_pFolder = S_Storage.PlayerData:FindFirstChild(highest.Player.Name)
if highest_pFolder then
highest_pFolder.Kills.Value += 1
dhum.Health += highest.Damage*0.75
end
DamageTabs.ResetAllTabs(vpl)
end
i'm not sure, i'm leaning to no since one of the requirements of application is that you have to make a test place that demonstrates it's use, and i'm not sure how you'd do so with that
worth a go if you can find a way, though
yeah but that would include going through EVERY player upon death, not to mention every player when trying to set a new "highest damage"
so the runtime is a lot bigger
fair enough lol
which is funny cuz my uncle knows coding too and he can't write code but can read code litterally what he does for work
complete opposite
I'm looking for a scriptor for a story/pvp game my friend is creating if anyone's interested dm me
is this uncopylocked?
it is not
aw heck, could u make it that way? im kinda interested how u did it
sure
should be copyable now
ty
?? 😭
how would one even decide what their favorite datatype is
cframes i suppose
your criteria was what i use the most or am the most comfortable, and the answer is cframes lol
Yo someone here hiring a scripter?
I need help making a tycoon. I know a lot of LuaU I just am struggling super hard with some things and k can’t seem to understand it myself
Like I have the knowledge to code it but like
I can’t set it up
Can someone whose willing to help me help plz
ill help ig?
i mean a little, Im making a game rn so idk how much I can help
i made it so that my proximity prompt makes a sound when u prompt it'
isnt that rlly cool
srry im new i wanna sound smart like the big leagues :/
if you cant do OOP are you even a scripter
that would be a scripter that doesn't get hired
no, the one who ALWAYS uses oop isnt getting hired
they needa know when to use OOP or Functional
true
most people just ask if you know oop though
they already assume you know when to use it and blah blah
oop is useful for repetitive things
is oop easy or hard, bc isnt it just module scripts and stuff
it's easy
alr cool
oop makes script behave like object.
Like u know parts. u do local part = instance.new("Part")
Then u can do whatever u want with the specific "part" variable, like changing the colour, adding touched event, destroying it.
And this doesnt effect other parts in the game, only taht ONE specific part
so you basically create like a library and you can call it from other scripts
yea i dont hink i got to this yet im just at normal module scripts
ngl it looks pretty complex 😭
hold on i'll add comments
hope this makes sense
ngl just ignore meta table set meta table for now all it does is add magic so oop works 💀
i mean it basically makes it so each "part" table u make has access to the main module script entries
i think i get it a bit
thanks this helps bc metatable seems pretty confusing
it's pretty useful imo, since if you don't use it you have to either pass in the target table or get it in every function, but if you don't care then it doesn't matter lol
function module.IncreaseValue(self: urTypeHere, amount: number)
self.Value +=amount
end
i think u should use this syntax
for constructing methods
i'll probably figure it out eventually but thanks for the help on understading what oop
because you get autofill for your object much more easily
wouldnt worry too much about type checking rn if youre only just learning module scripts
this is best
Why not just use colon notation so you dont have to pass in self
colon notation doesn't support type checking for self
Does it work on both sides?
outside u can still use colon notation. u only hacve to write dot notation when you write up the class
Ohh
Weird
u can use either in both cases
function x:y(z) end
function x.y(self, y) end
x:y(1)
x.y(x, 1)
Cinnamon 3D UI Cinnamon is a 3D UI framework for more expansive and powerful UI code This framework aims to give developers more options in how they use 3D user interfaces. Implementing features that are completely missing from other 3D UI frameworks. This is achieved with: Support for Animations (Tweens/Bezier Curves/Springs/Oscillators) L...
chat when do i use run service
Yo guys currently im designing a new architecture for rpg combat games, and Im a bit stuck on deciding how overall the character would work with blocking, attacking and handling overall core things. Im going for a service/controller pattern and was wondering if i should make a character class with combat, blocking components or make everything functional. And if everything is functional, what is the best way to store data(attribute, data tables). I would also need data on client and server to be seperate so i can include predicting states on the client for more responsive combat
local recipes = { --this is where you add new recipes
{
tool = game.ServerStorage["Beet soup"], -- the tool that is given
ingredients = { --the ingredients needed
"Prickly pear",
"Orange",
"Meat",
"Beets"
}
},
{
tool = game.ServerStorage["Meat burger"], -- the tool that is given
ingredients = { --the ingredients needed
"Tomato",
"Lettuce",
"Meat",
"Onion"
}
},
{
tool = game.ServerStorage["Onion soup"], -- the tool that is given
ingredients = { --the ingredients needed
"Onion",
"Tomato",
"Meat",
"Beets"
}
},
{
tool = game.ServerStorage["Fruit salad"], -- the tool that is given
ingredients = { --the ingredients needed
"Prickly pear",
"Orange",
"Tomato",
"Beets"
}
}
local addedFood = {}
local addPrompt = script.Parent.CookPot.Pot.Add.ProximityPrompt
local cookPrompt = script.Parent.CookPot.Pot.Cook.ProximityPrompt
local water = script.Parent.CookPot.Water
addPrompt.Triggered:Connect(function(player)
local character = player.Character
if character then
for _, v in character:GetChildren() do
if v:IsA("Tool") then
if #addedFood < 4 then
table.insert(addedFood, v.Name)
v:Destroy()
end
end
end
end
end)
cookPrompt.Triggered:Connect(function(player)
if #addedFood == 4 then
for _, v in recipes do
local addedFoodCopy = table.clone(addedFood)
local ingredients = table.clone(v.ingredients)
table.sort(addedFoodCopy)
table.sort(ingredients)
for i, ingredient in ingredients do
if addedFoodCopy[i] == ingredient then
addedFoodCopy[i] = nil
ingredients[i] = nil
end
end
if #addedFoodCopy == 0 then
local tool = v.tool:Clone()
tool.Parent = player.Backpack
addedFood = {}
water.Color = Color3.fromRGB(113, 78, 38)
task.wait(5)
water.Color = Color3.fromRGB(9, 116, 165)
return
end
end
addedFood = {}
end
end)
IT BROKE SOMEONE PLEASE HELP
write this in code help
yea
would anyone be down to script for a percent for a gui based game, its half scripted, just need bugs to be fixed and the 2nd half to be done its like 5 frames maybe a lil more
if not T50$ then
Print("you don't have enough robux")
Elseif T50$ then
Print("you successfully bought it")
end
Is the script correct ?
No returning function?
wdym?
What if you want to return existing classes from other scripts
as in store objects to be accessed from anywhere?
Yeah
ah, then you'd just make a module level table lol
i just quickly wrote that as an example for them to understand the basics of oop, i do typically have a get function in real scripts
Can you lmk if my method is valid rq?
sure
module.__index = module
local Data = {}
function module.Create(Rig,Modification)
local NPC = setmetatable(Modification or {}, module)
Data[Rig] = NPC
return NPC
end
function module.Return(Rig)
return Data[Rig]
end
return module
looks fine to me
alr ty vro
np
also what's the point of .__index I still don't fully understand
i believe it determines where the metatable sources it's methods from, which is why you set it to the main module
Is it so can the object copy the functions of the module?
Interesting
table.__index is usually used in OOP where if a method or an index inside a table doesn’t exist, it searches the index from the given table or the function. For example: local tableA = { carrot = "carrots!" } local tableB = { cake = "cakes!" } local newMetatable = setmetatable(tableA, {__index = tableB}) -- Setting the metatable print...
What difference does it make if functions are made during the creation instead of indexing?
difference would be that only some tables have some functions, assuming youre assigning them selectively
if youre assigning them to all tables then there wouldn't be a difference
yw
can someone give their view?
Why not check if they have it first
How do i optimize FPS iin my game
Or how do i see what's causing the low FPS
The average fps is terrible and average crash rate super high
Micro profiler
Idk why yall saying scripting is hard
Untracked memory
what is the type for requires?
is it :: mod
or :: ModuleScript
Yo who is good with physics
❌
is this the proper way for type checking for classes
export type module = typeof(setmetatable(
{} :: {
name: string
}
, class))
GTA 6 scripts progress rn 🥀
Wdym? Like, the return type or the argument type
task scheduler i think
better than micro profiler at least
also i need an honest opinion- would yall use janitor instead of events/bindables?
What the require returns which is a table but its ok i js made my own type
Require doesnt return just a table, returns anything
damn how bad did i fucking mess ts up
if the modulescript has only a table then yes it does return the table
anyone know the easiest way to use mobile jump button for InputBinding and if Left/Right keycode on InputBinding detect thumbstick and stuff
what is this
an error, by accident i pasted a file into the animation id input box
can anyone give me some advice? (titanfall2 related)
its about titan<->pilot mechanism
hi
how do i make the console visible my scripting is not showing
Enable the Output
i mean in certain ways that script is hard

thanks man
yo guys what would be better for base upgrades
making the slot parts Transparent = 1 and CanCollide = false
or or parent them to ReplicatedStorage and move them back when unlocked
I would do the repicated storage ojne
i think the tranparency is easier because if the bases is positoned differently
how much would it be if someone made me an catch and throw system like the one in FF2?
Valid point
458
I am horrible at coing /:
How can I turn this group prompt PROXIMITY PROMPT activated script to a CLICK PART activated script
local GroupService = game:GetService('GroupService')
local groupId = 82093955
script.Parent.Triggered:Connect(function(player)
GroupService:PromptJoinAsync(groupId, player)
print('Prompt Activated.')
end)
It basically works when I activate a proximitypprompt, but i want it to work when i press a part with a click detector
insert a click detector inside the part and then just connect the event
yo my brainrot game got 1.1m visits and my actuall good game that i spend countless hours on got 400 visits
platforms cooked 
Can someone help me make my mob in my game to swing its pickaxe i already have the 2 anims
scam a brainrot
what ended up killing the game?
we know
did you advertise either?
would anyone mind explaining to me what this does? ```lua
function module:DividePart(part: BasePart, axis: Vector3)
local a = module:_clonePart(part)
local b = module:_clonePart(part)
a.BrickColor = BrickColor.random()
b.BrickColor = BrickColor.random()
a.Size = part.Size * (-(axis/2)+Vector3.new(1,1,1))
a.CFrame = part.CFrame * CFrame.new(-part.Size * (Vector3.new(1,1,1)*axis/4))
b.Size = part.Size * (-(axis/2)+Vector3.new(1,1,1))
b.CFrame = part.CFrame * CFrame.new(part.Size * (Vector3.new(1,1,1)*axis/4))
end
(i know what it does but i dont get how it gets the cframe)
for context this is a part division script
who is really really good at scripting and is willing to help
what with
code
send here
dm?
no
it's against the rules...
u can send code here
.
find out how to
brb
Can someone help me with some UI issues
do u script?
Yes.
On a UI issue, not scripting.
k
What's this? I dont know which line is causing it
dont report the bug bro ur so close to escaping the matrix
is it possible to check if a UDim2 is above an certain size (as in doing a >=)
it seems its getting it from the Part: Basepart thing
what exactly are u trying to do
what?
nvm anyways i alrdy figured it out
basically im making a UI bar going up and or down
and I want to check if it reaches above its goal
this like a decoupling issue
you need 1 variable that says what the progress really is and then base the progress bar off that variable and also use that variable to figure out if its done or not
i see
its easiest when said variable is in the interval of 0..1 cause then you know
-
=1 means done
- you can use that for the Scale value of the progress bar
for example health/maxhealth is 0..1
you take the original part cframe, which is its center and rotation, then make a small offset to move the new part along the axis you split. the part size tells you how far to move and dividing by 4 puts it in the right spot so the halves sit next to each other. one goes negative, the other positive, so they end up on opposite sides. Idk if this will make you understand if you still dont know just ask
why does dividing by far put it in the right spot?
when you split the part you are left with two hafs with the original c frame basically on the edge so now you have to move it to center of the half which is a quarter if you mean this?
huh?
yo suggest me some good plugin ideas im hella bored 😭 
free version of quick require modules
alr
can i invest 1 robux
when you split the part in half, the original CFrame is still at the center of the whole part, not the new half. each new half is half the size of the original, so to move its center to the middle of that half, you have to go half of half, which is a quarter of the original size. that’s why dividing by 4 gives the correct position.
ill invest 1 robux and i need 20% of daily revenue
are u making ur own
if thats a good deal
so we are trying to get the absolute center?
yeah i made so many good plugins
such as
data base editor
also i'll try think
html and css ui maker
i'd say bug bounty, but I saw one recently on X
so im not sure
most of the plugins are good
i dotn really know what you mean but u prob mean the correct thing but ye the center of the new part
its just that stuff like moon editor has slow updates
some of my plugins are just free versions of other pluins
fair enough
*not slow updates but I saw som1 say something bad about it
a better vesion of it
yh
it will be a pain in the ahh but ill give it a shot
ye you split by the middle then you have to find the half of the half basically if you mean that again i dont really know what all you mean by this picture but it looks ok
also wait
but you see here its only on one axis, the one thats beaing split on all other axis its alined
you are attempting to find the difference between the center and half?
well not that
ummmmmm idk man craete a movement system
but movethem by half
or a combat template
they're done so often tho
ye you can see how the new cframe is only a quarter away from the beginning
make a state manager
yes
u can make ur own one and use it to make or do commisions and use it there
bc half of half
fair
the goal is only to move them half their size in a direction
I have an idea
make an advanced state machine
it be a good template but in the mean time it can generate u some good money
those are great and a core of most roblox games
thats a good idea
you werent asking how?
no
oh
i just wanna make stuff 😭
same
i wanna make stuff
and i cba making full games
but i just hop from thing to thing
i mean your moving only a quarter of the original size or the axis since the size is basically used to get the legnth of the axis
same bro thats the same problem as me i just do somthing and leave it in the middle and just start a new thing
oh?
why is that?
wait nvm
ik why
but theoreticaly couldnt just getting half of a half work instead?
instead of a fourth of a whole
ye half of half is a quarter... or what do you mean
Clone1.CFrame = part.CFrame * CFrame.new(-part.Size * (Vector3.new(1,1,1)*(Axis/4)))
see here its getting a 4th of the total
why not just a half of the clone
can you send the whole code again cuz the one is really far up
add me back when im done with the animator plugin ill send u the results
yea it does work
local function SubDivide(part: Part,Axis: Vector3)
local Clone1 = part:Clone()
local Clone2 = part:Clone()
Clone1.Size = part.Size * (-(Axis/2) + Vector3.new(1,1,1))
Clone1.CFrame = part.CFrame * CFrame.new(-Clone1.Size * (Vector3.new(1,1,1)*(Axis/2)))
Clone2.Size = part.Size * (-(Axis/2) + Vector3.new(1,1,1))
Clone2.CFrame = part.CFrame * CFrame.new(Clone2.Size * (Vector3.new(1,1,1)*(Axis/2)))
Clone1.Parent = workspace.Folder
Clone2.Parent = workspace.Folder
Clone1.BrickColor = BrickColor.random()
Clone2.BrickColor = BrickColor.random()
part:Destroy()
end
i dont know what the point of getting a quarter of the original part instead of getting half of the new part is
but i get it now
ye thats the same thing as
oh ye
cornball
Im making a basic jump pad but no matter how I go around scripting it its very choppy. Like there’s always a pause between touching the part and then actually going up again and I don’t know what way to script it so that doesn’t happen. Does anyone know a way?
can someone help me with my game
igu
Any programmer here that can give me a price estamte for my project pls dm
jump pads are usually easy to make and look dull, its just an animation+sfx which actually makes it look good
sometimes adding slight horizonal direction helps
what is the jump pads for?
Well the problem is that there’s a delay between you touching the part and flying up again
But I got an answer that I think will work
alr
Im making a wall hop obby
With a couple of friends that also develop but I’m the only scripter
Just thought it was weird how I tried everything and it was still delayed
Got told it’s because it’s on the server and it won’t be delayed on the client so I’ll try that I think it’ll work
It makes sense with how network ownership works
amazing dev, check bio im doing cheap ass coms just to build a rep i dont mind payment (5 quid minimum tho) and i can help with ur full game (only scripting) and refer u to my friends who can build the rest of ur game (im a VERY skilled dev in lua because its simply just ez)
cheaters
i advertised both
scam a brainrot suprisingly got like 3k ccu
and the other one maxed out at like 20
im working on escape tsnuami for femboys rn
its gonna win trust
i got the wave system and the plot down
and im solo so
lets se how it go
gotta respect the grind
amazing dev, check bio im doing cheap ass coms just to build a rep i dont mind payment (5 quid minimum tho) and i can help with ur full game (only scripting) and refer u to my friends who can build the rest of ur game (im a VERY skilled dev in lua because its simply just ez)
Welp unfortunately I am looking for someone that can code in luau 
i can
😭
:Connect() creates it's own threads right? So no need for task.spawn() right?
90% sure but its easy to test
okay true
What u trynna do
yeah
ai gets things about roblox scripting wrong all the time
you gotta confirm things elsewhere
or force it to reference the docs
oh I just realized the while statement lmao
yeah that blocks the thread, the function itself doesn't
okay but his task.spawn() thing has the same issue no?? if it throws a while loop in the task.spawn then it literally does the same
so i still dont see why it's doing the task.spawn
someone cant read
no ads here
oh my bad
it creates a true cooperative independent task the scheduler doesn't expect to always yield unlike normal connect
What are you trying to do here is the better question though
I'm 100% sure there's a better alternative
basically
ill show you in a sec
Lua and Luau are different, called a joke brotato
i was looking at his bio lowkey
Bro when I make the AI thow it back I goes front how do I fix that a ol snapping the ball in football mb
what cheats were they using
uhm i completed the script
but it literally wont let me send it
trying to send it in this channel btw
You can dm me it if you want
it literally wont let me send it anywhere
my script is cursed i think
i found a bypass lol
imma send the script in 2 parts
local CollectionService = game:GetService("CollectionService")
local ServerStorage = game:GetService("ServerStorage")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local plots = ServerStorage.Plots
local assets = ReplicatedStorage.Assets
CollectionService:GetInstanceAddedSignal("Construction"):Connect(function(construction: BasePart)
local interval = construction:GetAttribute("Interval")
local limit = construction:GetAttribute("Limit")
local isUpgrade = construction:GetAttribute("IsUpgrade") or false
if typeof(interval) ~= "number" or interval <= 0 then return end
if typeof(limit) ~= "number" then return end
local gui = assets.ProgressGui:Clone()
gui.Text.Text = "0/"..tostring(limit)
gui.Adornee = construction
gui.Parent = construction
while construction:IsDescendantOf(workspace) do
task.wait(interval)
local progress = construction:GetAttribute("Progress") or 0
progress = math.clamp(progress + 1, 0, limit)
construction:SetAttribute("Progress", progress)
gui.Text.Text = tostring(progress).."/"..tostring(limit)
if isUpgrade and progress >= limit then
gui:Destroy()
local prompt = assets.ProximityPrompt:Clone()
prompt.ActionText = construction.Name
prompt.ObjectText = "Upgrade To"
prompt.Triggered:Once(function()
prompt:Destroy()
local newConstruction = plots:FindFirstChild(construction.Name) and plots[construction.Name]:Clone() :: Model
if not newConstruction then
construction:Destroy()
return
end
newConstruction:PivotTo(construction:GetPivot())
construction:Destroy()
newConstruction.Parent = workspace.Plots
end)
break
end
end
end)
so.. what can be done differently?
no
how do u start writing cleaner and better code bro 💔
i wrote some shitty as code for a tower defense game, it works KINDA but damn its so unorganized and it feels like i did every feature the worst way possible
does it just get better as time goes?
return, continue and break. the holy trinity of less nested code
u might just be the goat
i have like twenty if statements in one script lmao
guard clauses
use them, a lot
ive never heard of that before but ill check it out
oh my god
OH MY GOD!!!
WHY HAVE I NEVER DISCOVERED THIS
WHY HAVE I NEVER DISCOVERED THIS MARVEL BEFORE
for more detail return ends the entire function or loops while continue skips the rest of the code but still loops and break stops the loop its in
why is it that
So many months of experience in roblox studio this is the first time ever i discovered you can activate scripts with clients
not through remote events but
i just discovered run context on scripts wow
holy fuck
wow this is revolutionary to me
wait u fcan
oh okay hold on
im bad at explaining so im gonna rely on pictures
so this is a Script, supposedly you can only run with servers
but there's this "RunContext" property, it is default to "Legacy" which confirms my point, but when I switch it to "Client" which means client can run this too i guess
imma check the documentation later
i made a quick keybind stuff so it will clone the script whenever i press f and holy shit it really works
holy shiy why havent i discovered this way before
no idea when it was added but most people still use legacy scripts
dont know if there's a significant difference
I mean like speed
I know it can be placed in workspace/repstorage
wait so u can put runcontext to client so u can detect nad play all the stuff in the same script?
like if u put it to clienbt it does client and sefver scirpt?
No
it sets the runcontext
client OR server
i believe so(the message above this one)
but no it doesnt do both client and server script
the logic is still respective to each of them but RunContext switches to which side can run this stuff
you still couldnt do game.Players.LocalPlayer or :FireServer() under Script
you can put it anywhere
and it still works
like in a part in workspace
thats the primary difference
auras
im trying to work on orbiting but i just cant do it on server since the bandwidth will be massive
but cant be done on clients since no one can see
yes i can do :FireAllClients() but how about the orbiting or tweening, clone localScript to each player?
but now i discovered this
damn this is crazy and uh ok i should stop exaggerating
useless ngl
is context action service even needed, like even if u need to optimize it for mobile , u can just add uis and tweak it a little bit and load the required guis and mechanics by just checking for the input type , and for unbind and bind , cant u just replicate that with a variable
anyone know how to fix the model moving issue
its not showing the amount of studs i moved it like it used too
also this new studio ui is so ass, any way to revert it?
ok how about the stud problem
is this like new to the past couple of days cus i still see stud move distance
Method A - Roblox Studio Mod Manager Download Roblox Studio Mod Manager from latest release, and open it Follow the steps in the video: If you have any safety concerns regarding the software, check out my other replies: Studio is unusable with next gen ui - #5 by Daw588 Give us the option to disable the "newgen" studio - #5 by Daw588 M...
yo if anyone is free rn and is a scriptercan u like dm me i need help
anyone knows how to fix the visual bug where the tool shows up for a second when your not loaded in then dissapears
Yes, you need to first load the tool into Replicated Storage, then after that reparent it into the workspace
can you explain that in a way an idiot could understand im stupid
Where is the original tool saved? Do you keep it in ServerStorage or somewhere else?
starter pack
Hmm it's very strange that something from the starter pack would disappear. Can you please provide some more context? I'll have a look later + easier for others to check.
You can press Escape while in Play mode, check if the tool is still equipped.
like when i load into the game it appears while im still loading then dissapears when im fully loaded in but when i click 1 2 3 or 4 it shows that its there cus the cursor changes to equip mode and when i click again it deselects but i just cant see the tools
Could be the model is corrupt or transparent, or there's a script that's affecting it
what are full stack scripter
Yo is there any chance someone has some sort of sample script for like an unboxing thing like cs2? I’m just curious. If so just dm me if you don’t mind.
hi
a full stack developer is someone who does both backend (server), frontend (ux, ui, etc..)
u could have just googled that man
looks like i didnt need to when theres ppl helping me buddy
He’s not wrong for asking a question
cry
Code
so i have a really simple script, basically i want a part to print what object touches it, and it works fine but when one of my accesories touch it prints the accesory name and not the part parent
local part = game.Workspace.Part
part.Touched:Connect(function(otherpart)
print(otherpart.Parent)
end)
i want the part to print my username even if my accesory touches the part
Hello
Sure
do you know how i can make the above code also print my username instead of my accesory name when my accesory touches
uh ok
Like repeat until loop Yknow?
yea but my problem is when my avatar accesories touch the part it will print the name of my accesory instead of my player name, like when my bodyparts touch it
Yes
Do a repeat loop where you go to the parent of the current part
And you keep on going up the hierarchy
Until you find the player model!
What is the correct way to implement magic attacks: Key press => Remote Event => Play Anim & effects on Server, fire magic missile part on server, correct?
Key press->validate to server, do real logic-> send to client where u play animation and effects
I think its the best approach
Ummm
The effects should be client sided
Effect should be visible for all players, thats the issue. Animation and attack effects
Idk you’d kinda have delayed controls then
Especially if you want like movement abilities
Fireallclients
Well the other way is to initiate on the client and add validation on client aswell
Yaaasss
Also a good approach but it can cause someone spamming w effects
Because they wouldn't get real validation
Okay but when player is too far, fireallclients will need to have if exists check, correct?
Didn't get as to how fireallclients get affected by distance
I guess if they’re outside of render distance
It fires to player and should spawn vfx anywhere on map even if out of renderdistance
Well it would still spawn but you can make so it wouldnt
Yeah I guess that’s what he meant
Or maybe he’s hallucinating
Still didnt get the question
Like you wouldn't see the effects cuz its our of range
It’s still a good optimisation
Oh well
Player attacks => Server Validates => FireAllClients => Clients play animation. At this point when player is too far away to render the attacking player (different arena), client will try to create effect on object, that is too far away outside render. Doesn't that create more perfermance issues?
It doesnt create effect on object it spawns it there
I mean you could validate it but I do not see how it is a massive performance issue
Cause you’re still creating the effect and whatevuh
Yea right
But honestly I wouldn't really bother
Wouldn't be a lot of performance
Iirc client doesn't see parts in workspace that are outside of render range. So creating Attack Animation on char that doesn't exist for client seems weird to me.
This also creates question, The effect will also be a part with effect, such as fireball. That must be on server
Still worth it if you have a lot of effects
It would count as a part because effects do not play unless workplace
Sorry, this is all new to me. I just do not understand how it works when player 1 attacks, player 2 is outside render range and enters the render range
I was not able to find any reliable source outside AI answers, so I will just end with doing check if the target Object exists and create server-side damage part to where the magic missile is flying. So Visible neon part will be server-sided
Hello
dmdmmm
Why

all i can do is touched events broski
yo guys
for wait for child
inifite yield possible is just a warning right?
like it doesn't error and keeps waiting infinitely
thanks
Why do module scripts not have a disable button??
they are "disabled" until you require them
they only run when required
but i mean
with scripts if it doesnt work i usually duplicate and disable the first script, then use the enabled one as attempt 2 with attempt 1 still there but disabled. Now i cant do this with modules?
ah
or could i move old module script to replicated storage?
Anything?
wdym
then the script requiring it is going to break
what if i rename the first one temporaril
so it only calls the new one im working on
but i have backup in a diff name in storage?
why even have multiple ones
u literally have version control on roblox
to save a saving point
i always disable local scripts if i want to keep an old verision just incase the new version breaks later down the line i can see what i changed
dont do that
yeah
just use roblox's version
s
or publish the script
then you can also have versions
just use github or roblox version control, or just dont fuck ur script so much that u csnt revert it (how r u even doing that)
OR! learn to debug
?
?
when making a combat system is it better to use a table like StunnedCharacters = {} and check that table instead a Stunned bool Attribute?
no
I would use a table bc attributes are not like always the best for fast combat
guys how do i add ai to my game like i seen ai in other games but i cant seem to find tutorials or anything for it
Ai for what
uhmmmm
don’t think adding like ai like that is available
pathfinding ai is a thing I think but not anything
u need an api for that
http service
correct
either use an existing one or write ur own
OR create a large language model inside of lua!
use the text generation api
why would you want to use Gemini in your game
you can lol
i just did 🔥
Why not
simple web requests
exactly
cuz you have to pay if you have too many requests
depending on the service ofc, gemini might be a little bitchy
depends
Uhm for what then
because he can
not really
I wouldn’t go out of Roblox scripting for a Roblox game
it’s too adv and too much for a game
hosting is easy, especially self hosting.
a good amount of games do it lol
yup, it's basically an overkill
oh honey none of the big ass games uses external databases
proxies
adopt. me.
well adopt me vs 28373773 other games
like I don’t get why making it so advanced
Roblox will get problems if they lose ur games data
u will just have to trust Roblox if u don’t wanna make everything too advanced
writing your own database server is not advanced bro 
Tho extra work that isn’t necessary
might consider this
Fire base could work cute but it’s not necessary
depends on what you want to do
Yo would anyone like to be my partner to create a game that is pretty original
i think i accidentally turned it off somehow? or roblox is just broken
i havent been on roblox studio in quite a bit
Anyone work with roblox aerodynamics for a plane system?
implemented events [High Voltage]
you can already pass to functions
Another cashbrag game why?! 
Buddy no?
He has to learn math first
What is he gonna do w functions
he must learn region3 service
Ok
That will be after functions
region3 service is essential
Okay that, then functions, then region3
you can't do functions without it
Math or reguon3 first?
region3
Okay
math aint difficulty, it's just about +, -, *, /
the only new thing is * and /
actually %
region3 is important as hell
Math,comparison
stop sabotaging the new scripter
The whole point its not supposed to be difficult it has to be learnt
comparison it's used mostly on if statements
so he doesnt have tow orry about that
First in order to use functions
💔
bro somebody give me a game idea
What do I learn bruh
how come, ive been scripting for nearly 2 years and havent used it once
that's cashgrabby asf
What is region3
tun tun tun sahur 😈
boiii you're so odin din done 😂
i'd be appearing in the supreme court
think of an invisible box that has a min and max and a size
idk i havent looked into it that much
Min and max size or min and max and size
make a jumping games where you have to fart
else you die of diarrhea
no
Do I learn functions or region3
learn NonReplicatedCSGDictionaryService actually
Tf
before you learn region3
What is that
idk, second?
Ok
used for stuff like hitboxes ig
it's the most fundamental core part of roblox studio lua scripting
Yea but what does it do
dont rely on my knowledge lmao
It's hard to explain
Boiii
what about GenericChallengeService
that's very beginner friendly tbh
yeah forgot about that
no
generic challenge is actually used
for challenges gave to scripters
why yall confusing the new dev
Do I learn that first
you can also check out CoreScriptDebuggingManagerHelper to make sure your code is okay
Okay
MLService is also useful if you wanna know about martin luther king
😭🙏
however they just say martin luther
Liar there’s no k in mlservice
.
Bro actually what do I learn first
functions
Ok
if you need further help call me, baby girl ❤️
I am 48
ur completely new to luau? just watch video tutorials lol
Yea but most of them suck and it’s just some random talking about how we need to have the right mindset or else we can’t learn coding, or the tutorials that are good are from like 8 years ago
search up brawldev
Bro ask chat gpt to teach u the basics, say you never coded in your life, ONLY then should u watch tutorials because they skip over stuff
Brawldev or ChatGPT
Or just only have chat gpt tell u cuz its good
then read documentation
Grok
ngl, copilot isn't that bad for simple questions since it has unlimited gpt 5
being able to send screenshots it's nice
might be evil of me to do on such cashgrab game
Hi, who can make high quality UI like that dm me
this is so beautiful im going to cry
each folder grouped with it's own needed assets and a singleton that controls that feature
with occassional constructor-based classes parented to the singleton module if needed
ever thought about using dependency injection so you don't have to create singletons?
i've heard of dependency injection but im not totally sure of what they are
i thought it was a performance optimization?
it's a design pattern so you don't have to manually create singletons you can still have singletons though
interesting i’ll look into it now
"High Quality"
Never seen better in tower games so its high quality
okay i’m getting what dependency injection is but why?
it’s sort of just like making services / singletons hotswappable
from my understanding
it's easier to test, write code, you don't have to write manual singletons, it's just a better approach to coding
you know, the more i think about it the more it makes sense to use

that guy has a beginner,advanced and gui tutorial its peak ntg
oijgoia
i take it back, it looks very weird
i don't see that much benefit except possible in some niche situations
dm me for comissions
for example say you have a DamageService that has a method DamagePlayer why on earth would you pass in anything other than your PlayerController
you may need to at a later date
or maybe the reason is that my programming pratices while having solid structure, doesnt adhere to strict enough rules
I've known codebases to have 20 - 30 dependencies in one class
character:TakeDamage
ideally you shouldn't have methods on the models
character is probably a child of a constructor based class
i dont like often building wrappers around instances that way, feels like overengineering?
but i could see the benefit
say you need to create 500 character objects to use one method but have 50 methods you're then creating unnecessary overhead of those 49 unused methods. It would be better to have a character service with the take damage method
obviously
not really
the character table returned just has a __index metamethod
the most basic method
that index the base class
yes, and it's horrible to debug I've had to go through this kind of architecture before
guys
models should only have domain knowledge not logic
how'd you master scripting
i never even released a game
time
time
i've been scripting for 10 months but im still slow
truly
jimexde id assume you make money from roblox?
takes years
60k and im still living with 0k
Hi everyone
not lua
if you dont mind me asking
lua is ez
luau
it's not about knowing a programming language
any coding language takes years to get good at, once you get past the syntax the coding language isn't the issue it's how you write code and structure code which is the most difficult part

