#code-discussion

1 messages · Page 253 of 1

ashen obsidian
#

Dollars

#

Depending on the work

solid garden
#

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

ashen obsidian
#

If you need cash that badly then just buy or find some Templates

solid garden
ashen obsidian
#

It might look bad but it the fast to make a game and sell it

solid garden
#

cuz ill have my for hire up and ppl will respond

ashen obsidian
#

uh

solid garden
ashen obsidian
solid garden
#

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

ashen obsidian
fast bronze
#

what are we talking abt chat?

ashen obsidian
solid garden
solid garden
solid garden
fast bronze
solid garden
#

got my first commission today (global donation leaderboard script)

solid garden
fast bronze
#

i believe u now

solid garden
#

I learned a lot from that commission

fast bronze
#

bah im doing games instead of commissions to learn

#

i honestly feel you learn a lot more making games yourself

solid garden
#

yeah

#

commissions get u money tho

ashen obsidian
solid garden
ashen obsidian
fast bronze
fast bronze
solid garden
#

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

fast bronze
#

the thing is nothing is advanced

fast bronze
#

you learn by playing with code

ashen obsidian
fast bronze
ashen obsidian
#

nvm

solid garden
#

im probably gonna learn these things from scrolling on the dev forum

fast bronze
solid garden
#

i used it for the commission

candid raptor
#

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()
solid garden
#

@novel scroll

outer hamlet
#

or try to connect the other script idea to the main script while its not a local script

neat siren
#

If yall use Rojo check out my RojoTree project on github❤✌

#

🥹

grave wave
#

yo is there any scripter that can work for me

#

i got a lil nice project going on

#

ill text the details in messages

pastel pine
#

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

remote cypress
#

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)?

pastel pine
#

The building tools are just modified free models i found in toolbox

#

So could very well be doing that

gilded kraken
#

should i enable reional pricing

#

is it worth it

pastel pine
#

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?

pastel pine
placid vapor
#

Hello, I dont understand why my application keeps getting denied for readabillity and comments

storm nacelle
#

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

lost pebble
lunar viper
#

yo

#

@lost pebble check dms

shut charm
#

Scripter i need

woven panther
#

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

storm nacelle
#

do bindable events go in serverstorage

dapper timber
prisma aspen
#

Time to larp

thorn pendant
#

anyone wanna team up? I kinda need help cuz im bad at scripting in lua

void tusk
#

the wrath of the sun

void tusk
#

instead of an interface it would just be another type

#

makes it kinda similar

#

no erroring for incorrect types tho

void tusk
#

bindable events can go anywhere

junior owl
#

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 (:

void tusk
#

show the related code

#

wait why am i in code discussion

#

i knew something was up

junior owl
#

-- 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

void tusk
#

doesnt look like anything that would cause the limbs to not show in this block of code

fast bronze
junior owl
#

do you know what could cause that? or maybe something thats conflicting it that i should remove?

junior owl
fast bronze
#

after you open the first 3 ` type lua

regal salmon
junior owl
#
-- 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)
pearl tulip
#

anymore snowboard

iron kraken
#

emacs

prisma patrol
#

what did we do to get scripter role here?

regal salmon
# prisma patrol what did we do to get scripter role here?

Read our application rules to better understand what we allow and how to help you be better prepared for submitting applications.

Discord

Discord is great for playing games and chilling with friends, or even building a worldwide community. Customize your own space to talk, play, and hang out.

prisma patrol
#

im thinking a networking library with buffers, i need some good ideas

regal salmon
#

it can be anything, really, as long as it meets these requirements

#

like i submitted a dungeon generator

prisma patrol
#

gimme 1 sec

#

206 lines, meets the requirements

untold prawn
#

should I apply for the scripting given that ik data/profile, vfx with animations, and movement system?

wanton otter
#

game = Getservice:(self:: part) : game?
self.color = {
not = "Red"
}
self.parent = getservice

#

Skid worthy?

opaque blade
#

I also have a full NPC office system that I will not be submitting bc i dont feel like going back to make comments

regal salmon
fleet silo
#

Hi

regal salmon
#

thanks

regal salmon
#

🥳

shrewd geyser
#

getservice:(forsaken)
end)

why is my copy game script not working

sinful bay
#

who can make frameworks?

mossy lynx
#

instead of getservice:(forsaken)\

shrewd geyser
#

thank you so much this worked

mossy lynx
#

or give me 600 dollars

#

or 5 robux

#

please

shrewd geyser
mossy lynx
#

uh

#

u pick

#

cashgrab buddy

shrewd geyser
#

getservice:("steal a brainrot")
end)

mossy lynx
#

thank u gng

shrewd geyser
#

open studio and use that in command bar

mossy lynx
#

i got a script for u

#

while true do
instance.new("Part", workspace)
end

candid raptor
#

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
mossy lynx
#

whats a damage tab handler

candid raptor
#

to keep track of how much damage players do to other players

#

so if a player dies you know who gets the kill

mossy lynx
#

oh

candid raptor
#

instead of just "last player to do damage gets the kill"

mossy lynx
#

ay to do that wouldnt u track how much dmg u do to a player wit like player id

candid raptor
#

i'm using player instance since it's basically the same thing

mossy lynx
#

why u using a module script

candid raptor
#

no 2 player instances are the same

mossy lynx
#

why ru using module script

candid raptor
mossy lynx
#

couldnt u use attributes

#

no?

candid raptor
#

not really cause i'm keeping track of a table

#

if i were to print an example table it would be something like

mossy lynx
#

ah

candid raptor
#
[Player1] = {
  [Player2] = 54,
  [Player5] = 10,
},
[Player3] = {
  [Player7] = 33,
  [Player1] = 15,
  [Player4] = 40,
}
#

this is basically what it keeps track of

mossy lynx
#

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\

candid raptor
# mossy lynx alr

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
regal salmon
#

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

candid raptor
#

so the runtime is a lot bigger

mossy lynx
#

alr

#

Im not that good at reading code only writing

#

so idk

candid raptor
#

fair enough lol

mossy lynx
#

complete opposite

lapis ruin
#

I'm looking for a scriptor for a story/pvp game my friend is creating if anyone's interested dm me

regal salmon
somber ginkgo
regal salmon
#

should be copyable now

somber ginkgo
#

ty

regal salmon
#

?? 😭

#

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

bitter rapids
#

Yo someone here hiring a scripter?

storm nacelle
#

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

mossy lynx
#

i mean a little, Im making a game rn so idk how much I can help

mighty mango
#

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 :/

latent vigil
#

if you cant do OOP are you even a scripter

fickle flame
wheat pumice
#

no, the one who ALWAYS uses oop isnt getting hired

#

they needa know when to use OOP or Functional

fickle flame
#

true

#

most people just ask if you know oop though

#

they already assume you know when to use it and blah blah

autumn ermine
#

oop is useful for repetitive things

eternal solar
#

is oop easy or hard, bc isnt it just module scripts and stuff

eternal solar
azure granite
regal salmon
eternal solar
eternal solar
# regal salmon

yea i dont hink i got to this yet im just at normal module scripts

#

ngl it looks pretty complex 😭

regal salmon
#

hold on i'll add comments

regal salmon
azure granite
#

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

eternal solar
eternal solar
regal salmon
azure granite
#

i think u should use this syntax

#

for constructing methods

eternal solar
azure granite
#

because you get autofill for your object much more easily

regal salmon
#

this gives the same result

#

assuming t has Value already

azure granite
#

this is best

fleet silo
rapid verge
dense oasis
#

Does it work on both sides?

azure granite
wheat pumice
#

function x:y(z) end
function x.y(self, y) end

x:y(1)
x.y(x, 1)

rapid verge
#
hard garden
#

chat when do i use run service

woven panther
#

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

shadow mirage
#

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

woven panther
#

write this in code help

wicked scarab
#

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

tender gust
#

if not T50$ then
Print("you don't have enough robux")
Elseif T50$ then
Print("you successfully bought it")
end

#

Is the script correct ?

golden thunder
regal salmon
golden thunder
regal salmon
golden thunder
regal salmon
# golden thunder 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

golden thunder
regal salmon
#

sure

golden thunder
# regal salmon 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
golden thunder
#

alr ty vro

regal salmon
#

np

golden thunder
#

also what's the point of .__index I still don't fully understand

regal salmon
golden thunder
#

Is it so can the object copy the functions of the module?

golden thunder
#

Interesting

regal salmon
golden thunder
#

What difference does it make if functions are made during the creation instead of indexing?

regal salmon
#

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

golden thunder
#

ah

#

alr thanks for the information vro

regal salmon
#

yw

woven panther
zenith pollen
oblique hill
#

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

median tree
next star
#

Idk why yall saying scripting is hard

neat siren
#

anyone using Rojo

#

perhaps?

oblique hill
pastel thunder
#

what is the type for requires?
is it :: mod
or :: ModuleScript

terse warren
#

Yo who is good with physics

pastel thunder
polar loom
#

is this the proper way for type checking for classes

export type module = typeof(setmetatable(
    {} :: {
        name: string
    }
    , class))
covert nimbus
glad thorn
dense cargo
#

better than micro profiler at least

#

also i need an honest opinion- would yall use janitor instead of events/bindables?

pastel thunder
glad thorn
#

Require doesnt return just a table, returns anything

spark carbon
#

damn how bad did i fucking mess ts up

pastel thunder
remote valley
#

anyone know the easiest way to use mobile jump button for InputBinding and if Left/Right keycode on InputBinding detect thumbstick and stuff

fossil inlet
spark carbon
sacred plank
#

can anyone give me some advice? (titanfall2 related)

its about titan<->pilot mechanism

primal meteor
#

hi

haughty shadow
#

how do i make the console visible my scripting is not showing

dawn fog
haughty shadow
#

thanks man

waxen edge
#

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

twilit stump
waxen edge
nova cloud
#

how much would it be if someone made me an catch and throw system like the one in FF2?

worn wolf
#

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

kind gorge
sharp gulch
#

yo my brainrot game got 1.1m visits and my actuall good game that i spend countless hours on got 400 visits

#

platforms cooked praysob

vague robin
#

WHATS IT CALLED ILL PLAY IY

#

it**

cerulean osprey
#

Can someone help me make my mob in my game to swing its pickaxe i already have the 2 anims

sharp gulch
toxic marlin
regal salmon
frail plaza
#

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

heavy jacinth
#

who is really really good at scripting and is willing to help

heavy jacinth
#

code

alpine cargo
#

send here

heavy jacinth
#

dm?

alpine cargo
#

no

heavy jacinth
#

it's against the rules...

alpine cargo
#

u can send code here

heavy jacinth
#

.

alpine cargo
#

if not use hiring

heavy jacinth
#

exactly...

#

i cant send there

#

it glitches for me

alpine cargo
#

find out how to

heavy jacinth
#

brb

covert tangle
#

Can someone help me with some UI issues

heavy jacinth
#

do u script?

covert tangle
heavy jacinth
#

how good

#

scale 1 to 10

#

just asking

covert tangle
#

about 7

#

or 8

heavy jacinth
#

k

#

u stuck on ui script or mkaing the ui?

covert tangle
heavy jacinth
#

alright

#

dm?

covert tangle
lucid hare
#

What's this? I dont know which line is causing it

peak jolt
#

dont report the bug bro ur so close to escaping the matrix

lethal sundial
#

is it possible to check if a UDim2 is above an certain size (as in doing a >=)

lethal sundial
peak jolt
frail plaza
#

nvm anyways i alrdy figured it out

lethal sundial
#

and I want to check if it reaches above its goal

peak jolt
#

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

lethal sundial
#

i see

peak jolt
#

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

lethal sundial
#

ohhhh

#

alright thanks

mortal pecan
#

oy

#

yo

#

i need plugin ideas

#

guys

grim jacinth
# frail plaza would anyone mind explaining to me what this does? ```lua function module:Divide...

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

frail plaza
grim jacinth
frail plaza
#

huh?

mortal pecan
#

yo suggest me some good plugin ideas im hella bored 😭 praysob

frail plaza
mortal pecan
frail plaza
#

can i invest 1 robux

grim jacinth
#

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.

mortal pecan
#

ill invest 1 robux and i need 20% of daily revenue

alpine cargo
mortal pecan
#

if thats a good deal

frail plaza
mortal pecan
alpine cargo
#

such as

mortal pecan
#

data base editor

alpine cargo
#

also i'll try think

frail plaza
#

oh wait

#

no i get it now

mortal pecan
#

html and css ui maker

alpine cargo
#

i'd say bug bounty, but I saw one recently on X

#

so im not sure

#

most of the plugins are good

grim jacinth
frail plaza
#

?

alpine cargo
#

its just that stuff like moon editor has slow updates

mortal pecan
alpine cargo
#

fair enough

mortal pecan
#

like the database editor

#

and some other

#

i might make a moon animatior

alpine cargo
mortal pecan
#

a better vesion of it

alpine cargo
#

yh

mortal pecan
grim jacinth
# frail plaza

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

alpine cargo
frail plaza
alpine cargo
#

have u got an idea ofany opensource things i can create

#

like pvp/npcs etc

grim jacinth
# frail plaza

but you see here its only on one axis, the one thats beaing split on all other axis its alined

frail plaza
#

well not that

mortal pecan
frail plaza
#

but movethem by half

mortal pecan
#

or a combat template

alpine cargo
#

they're done so often tho

grim jacinth
# frail plaza

ye you can see how the new cframe is only a quarter away from the beginning

frail plaza
#

make a state manager

mortal pecan
frail plaza
#

bc half of half

alpine cargo
#

fair

frail plaza
#

the goal is only to move them half their size in a direction

alpine cargo
#

I have an idea

frail plaza
mortal pecan
frail plaza
#

those are great and a core of most roblox games

alpine cargo
mortal pecan
frail plaza
#

super easy

alpine cargo
#

I just need to make stuff

frail plaza
alpine cargo
#

no

frail plaza
#

oh

alpine cargo
#

i just wanna make stuff 😭

frail plaza
#

well

#

just do it then

#

go watch other people make stuff

#

and do it yourself

mortal pecan
alpine cargo
#

ik how to make

#

but i just dont know what

frail plaza
#

i wanna make stuff

alpine cargo
#

and i cba making full games

frail plaza
#

but i just hop from thing to thing

grim jacinth
mortal pecan
frail plaza
#

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

grim jacinth
#

ye half of half is a quarter... or what do you mean

frail plaza
#
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

grim jacinth
#

can you send the whole code again cuz the one is really far up

mortal pecan
frail plaza
#

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

grim jacinth
grim jacinth
iron kraken
#

cornball

deft grotto
#

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?

fading breach
#

can someone help me with my game

mossy lynx
whole wadi
#

Any programmer here that can give me a price estamte for my project pls dm

alpine cargo
#

sometimes adding slight horizonal direction helps

#

what is the jump pads for?

deft grotto
#

But I got an answer that I think will work

alpine cargo
#

alr

deft grotto
#

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

jolly moth
#

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)

sharp gulch
sharp gulch
#

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

sharp gulch
#

and im solo so

#

lets se how it go

azure coral
jolly moth
#

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)

round grotto
remote bear
neon surge
#

This is complete misinformation right?

neon surge
#

:Connect() creates it's own threads right? So no need for task.spawn() right?

broken grove
neon surge
#

okay true

idle dune
#

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

neon surge
#

so i still dont see why it's doing the task.spawn

jolly moth
obtuse spruce
#

What are you trying to do here is the better question though

#

I'm 100% sure there's a better alternative

idle dune
#

basically

neon surge
remote bear
mystic current
mild dagger
#

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

toxic marlin
neon surge
#

but it literally wont let me send it

#

trying to send it in this channel btw

obtuse spruce
neon surge
#

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?

solemn axle
#

no

echo belfry
#

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?

remote bear
echo belfry
#

i have like twenty if statements in one script lmao

autumn ermine
#

use them, a lot

echo belfry
#

ive never heard of that before but ill check it out

cyan lantern
#

oh my god

#

OH MY GOD!!!
WHY HAVE I NEVER DISCOVERED THIS

#

WHY HAVE I NEVER DISCOVERED THIS MARVEL BEFORE

remote bear
cyan lantern
#

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

mossy lynx
#

wait u fcan

cyan lantern
#

but now my bandwidth is skyrocketing

#

wait it aint

cyan lantern
#

but this is shocking wow

mossy lynx
#

hopw u do it

#

show me

cyan lantern
#

oh okay hold on

errant elm
#

run context big

#

dump everything in replicate storage fr

cyan lantern
# mossy lynx show me

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

broken grove
#

dont know if there's a significant difference

#

I mean like speed

#

I know it can be placed in workspace/repstorage

cyan lantern
#

and for safety yeah

#

but wow

#

incredible

mossy lynx
#

like if u put it to clienbt it does client and sefver scirpt?

broken grove
#

it sets the runcontext

#

client OR server

cyan lantern
mossy lynx
#

so whats the point

#

js make a client scriopt?

broken grove
#

you can put it anywhere

#

and it still works

#

like in a part in workspace

#

thats the primary difference

cyan lantern
#

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

mossy lynx
inland hemlock
#

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

patent sonnet
#

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?

patent sonnet
rich moat
#

I don't build

errant elm
regal salmon
# patent sonnet also this new studio ui is so ass, any way to revert it?
versed rune
#

yo if anyone is free rn and is a scriptercan u like dm me i need help

tight hill
#

anyone knows how to fix the visual bug where the tool shows up for a second when your not loaded in then dissapears

echo prawn
tight hill
echo prawn
echo prawn
#

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.

tight hill
#

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

echo prawn
#

Could be the model is corrupt or transparent, or there's a script that's affecting it

dire swift
#

what are full stack scripter

rancid coyote
#

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.

wispy lion
#

hi

wheat pumice
astral shale
dire swift
astral shale
#

what if they didnt respond huh

#

google is way faster too

steady quartz
#

He’s not wrong for asking a question

dire swift
fathom igloo
#

Code

crisp pebble
#

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

crisp pebble
#

hi

#

do you think you could help me out?

spiral jungle
#

Sure

crisp pebble
#

do you know how i can make the above code also print my username instead of my accesory name when my accesory touches

spiral jungle
#

I guess you could use a loop

#

Or you can ask AI to do it for you

crisp pebble
#

uh ok

spiral jungle
#

Like repeat until loop Yknow?

crisp pebble
#

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

spiral jungle
#

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!

crisp pebble
#

ok ty

#

👍

rotund pawn
#

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?

jovial crown
#

I think its the best approach

jovial crown
#

The effects should be client sided

jovial crown
#

Whats wrong

rotund pawn
#

Effect should be visible for all players, thats the issue. Animation and attack effects

spiral jungle
#

Especially if you want like movement abilities

jovial crown
spiral jungle
#

Yaaasss

jovial crown
#

Also a good approach but it can cause someone spamming w effects

#

Because they wouldn't get real validation

rotund pawn
jovial crown
spiral jungle
jovial crown
#

It fires to player and should spawn vfx anywhere on map even if out of renderdistance

jovial crown
spiral jungle
#

Or maybe he’s hallucinating

rotund pawn
#

Yes, outside the render range 😄

#

I want to have fairly large map.

jovial crown
#

Like you wouldn't see the effects cuz its our of range

spiral jungle
#

Oh well

jovial crown
#

They wouldn't render

#

How would that effect performance

rotund pawn
#

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?

jovial crown
#

I mean you could validate it but I do not see how it is a massive performance issue

spiral jungle
jovial crown
#

But honestly I wouldn't really bother

#

Wouldn't be a lot of performance

rotund pawn
#

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

spiral jungle
jovial crown
rotund pawn
#

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

rotund pawn
#

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

north escarp
#

Any scripter dm me URGENTTTT

spiral jungle
north escarp
spiral jungle
north escarp
north escarp
#

pls anyone praysob

split gazelle
rose root
#

yo guys

#

for wait for child

#

inifite yield possible is just a warning right?

#

like it doesn't error and keeps waiting infinitely

#

thanks

novel scroll
#

Why do module scripts not have a disable button??

static coral
#

they only run when required

novel scroll
#

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?

static coral
#

dont do that just learn how to use breakpoints

#

or print debugging

novel scroll
#

ah

novel scroll
static coral
#

then the script requiring it is going to break

novel scroll
#

so it only calls the new one im working on

#

but i have backup in a diff name in storage?

wheat pumice
#

u literally have version control on roblox

novel scroll
wheat pumice
#

why would u do that

#

its not like it's magically gonna disappear

novel scroll
#

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

static coral
#

dont do that

wheat pumice
#

jesus

#

thats stupid

static coral
#

yeah

#

just use roblox's version

#

s

#

or publish the script

#

then you can also have versions

wheat pumice
#

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

static coral
#

yeah

#

learn to use breakpoints they underrated

static coral
#

?

weary chasm
#

?

covert locust
#

when making a combat system is it better to use a table like StunnedCharacters = {} and check that table instead a Stunned bool Attribute?

merry forge
#

am i a genius

shell saddle
shell saddle
astral shale
#

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

merry forge
#

like sentinent ai type person

shell saddle
#

uhmmmm

#

don’t think adding like ai like that is available

#

pathfinding ai is a thing I think but not anything

wheat pumice
merry forge
wheat pumice
#

correct

#

either use an existing one or write ur own

#

OR create a large language model inside of lua!

subtle terrace
wheat pumice
#

also works

#

but he specifically said gemini

subtle terrace
#

why would you want to use Gemini in your game

astral shale
#

i just did 🔥

wheat pumice
wheat pumice
astral shale
subtle terrace
#

cuz you have to pay if you have too many requests

wheat pumice
#

depending on the service ofc, gemini might be a little bitchy

shell saddle
wheat pumice
#

because he can

shell saddle
#

tho making a separate server and etc for a Roblox game is crazy much work

wheat pumice
#

not really

shell saddle
#

I wouldn’t go out of Roblox scripting for a Roblox game

#

it’s too adv and too much for a game

wheat pumice
#

hosting is easy, especially self hosting.

wheat pumice
shell saddle
subtle terrace
wheat pumice
#

databases, if they dont wanna rely on robloxs db service

#

iirc Adopt me did that

shell saddle
wheat pumice
#

proxies

shell saddle
#

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

wheat pumice
#

writing your own database server is not advanced bro praysob

abstract flame
#

i know a big studio that uses firebase as database

shell saddle
abstract flame
#

might consider this

shell saddle
abstract flame
#

depends on what you want to do

orchid chasm
#

Yo would anyone like to be my partner to create a game that is pretty original

patent sonnet
#

i havent been on roblox studio in quite a bit

median tree
snow roost
#

Anyone work with roblox aerodynamics for a plane system?

wheat drift
#

implemented events [High Voltage]

primal trench
#

What should I learn first

#

I already know variables and print

deft pewter
celest forge
jovial crown
#

He has to learn math first

#

What is he gonna do w functions

cobalt rock
#

he must learn region3 service

primal trench
primal trench
cobalt rock
primal trench
cobalt rock
#

you can't do functions without it

primal trench
#

Math or reguon3 first?

cobalt rock
#

region3

primal trench
#

Okay

deft pewter
#

the only new thing is * and /

#

actually %

deft pewter
#

he doesnt even know about vectors

cobalt rock
jovial crown
cobalt rock
#

stop sabotaging the new scripter

jovial crown
#

The whole point its not supposed to be difficult it has to be learnt

deft pewter
#

so he doesnt have tow orry about that

jovial crown
#

First in order to use functions

deft pewter
cobalt rock
#

bro somebody give me a game idea

primal trench
#

What do I learn bruh

raven wadi
cobalt rock
#

that's cashgrabby asf

deft pewter
#

boiii you're so odin din done 😂

cobalt rock
raven wadi
#

idk i havent looked into it that much

primal trench
deft pewter
#

else you die of diarrhea

primal trench
#

Do I learn functions or region3

cobalt rock
cobalt rock
#

before you learn region3

primal trench
raven wadi
primal trench
#

Ok

raven wadi
#

used for stuff like hitboxes ig

cobalt rock
primal trench
raven wadi
cobalt rock
primal trench
deft pewter
#

that's very beginner friendly tbh

cobalt rock
primal trench
#

I think you guys are being scarcasm

#

Sarcasm

deft pewter
#

generic challenge is actually used

#

for challenges gave to scripters

raven wadi
#

why yall confusing the new dev

primal trench
deft pewter
#

so they know how to learn coding

#

it also helps you out of luau, c++ too tbh

primal trench
#

I just wanna make a Roblox game

#

Do I can play it with my friends

deft pewter
#

you can also check out CoreScriptDebuggingManagerHelper to make sure your code is okay

primal trench
#

Okay

deft pewter
raven wadi
#

😭🙏

deft pewter
#

however they just say martin luther

primal trench
deft pewter
primal trench
#

Bro actually what do I learn first

deft pewter
primal trench
#

Ok

deft pewter
primal trench
raven wadi
primal trench
tough vapor
primal trench
tough vapor
#

Or just only have chat gpt tell u cuz its good

deft pewter
#

am i right chat?

median tree
alpine cargo
#

i've been using gemini

woeful gate
#

Hey guys

#

what’s sup skibidis

shut sorrel
#

being able to send screenshots it's nice

plush forge
#

i still agree with this btw

#

well except id switch lua and ts

summer aurora
#

might be evil of me to do on such cashgrab game

stuck matrix
#

Hi, who can make high quality UI like that dm me

autumn oyster
#

this is so beautiful im going to cry

#

each folder grouped with it's own needed assets and a singleton that controls that feature

autumn oyster
last jolt
autumn oyster
#

i thought it was a performance optimization?

last jolt
autumn oyster
slender wharf
stuck matrix
autumn oyster
#

it’s sort of just like making services / singletons hotswappable

#

from my understanding

last jolt
autumn oyster
steep horizon
errant oxide
iron kraken
#

oijgoia

autumn oyster
#

i don't see that much benefit except possible in some niche situations

ripe relic
#

dm me for comissions

autumn oyster
#

for example say you have a DamageService that has a method DamagePlayer why on earth would you pass in anything other than your PlayerController

autumn oyster
#

or maybe the reason is that my programming pratices while having solid structure, doesnt adhere to strict enough rules

last jolt
#

I've known codebases to have 20 - 30 dependencies in one class

last jolt
autumn oyster
#

character is probably a child of a constructor based class

autumn oyster
#

i dont like often building wrappers around instances that way, feels like overengineering?

#

but i could see the benefit

last jolt
#

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

autumn oyster
#

the character table returned just has a __index metamethod

bitter harbor
#

the most basic method

autumn oyster
#

that index the base class

last jolt
autumn oyster
#

so the extra methods arent created

#

only information about the character is

bitter harbor
#

guys

last jolt
#

models should only have domain knowledge not logic

bitter harbor
#

how'd you master scripting

autumn oyster
#

i never even released a game

last jolt
ripe relic
#

time

bitter harbor
ripe relic
#

truly

autumn oyster
#

jimexde id assume you make money from roblox?

bitter harbor
#

60k

ripe relic
#

60k and im still living with 0k

gritty spoke
#

Hi everyone

bitter harbor
autumn oyster
bitter harbor
#

lua is ez

ripe relic
#

luau

#

not lua

#

how u master luau

subtle terrace
autumn oyster
last jolt
# bitter harbor not lua

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