#code-discussion
1 messages · Page 264 of 1
You generally want a minimum ad budget of about 40K robux
But if the game has potential you can indeed seek for an investor
Roblox should work on their api 
pretty easy I think
im finally making progress in coding
Okay so I am trying to learn how to make ship system movement, Gemini suggested me to set state to vehicle and using hearbeat move all vehicles in array using TrustForce. I am using plane constraint to keep the ship leveled by sea level, but this way seems stupid. How can I do it correct way?
?
Roblox water terrain?
Nope, without the terrain
uh the hit box
Ill use "inifnite mesh" water, with stuff like implemented swimming by myself
oh so it’s a plane?
Then i think u can use wasd movement
Um.. Okay? I already have keybind tracker tracking the WASD of user, reporting it to server
I just need to understand what physic/functions to use to move ship around
just like you use in movement of players
just use like that cuz
The water is plane
U can prob try doing some water physics
Idk buoyancy
yo im bored whowants a free portofolio
some of my works : https://kyroalas.netlify.app/ https://razorportofolio.netlify.app/ https://chixportofolio.netlify.app/
Roblox Developer Portfolio: Scripter & Environment Builder. High-performance scripting, rigorous optimization, and professional delivery.
That is not what I mean
guys anyone had issue wehre animation makes entire character freeze
me
hit my dms
Anyone wanna do the game tank game jam
Are people, like dumb on purpose I cant
People be having tuff portfolios but the worst stuff be scripted when they script for the game
💔
Ig
I already got a tuff main scripter
I need like side kick or smth
Who can script other stuff and communicate
Teaching people how to code on Roblox for free. Hit me up if interested
anyone got any ideas how i'd run player movement cutscenes? since roblox doesnt support rootmotion i was thinking alignposition but it seems too ass
People be using buzz words like ecs
When they prolly don't even know why it's needed
Or what it is
hello who can help me on my project im a tiny developper but im not good at script i can give the half of my robux revenues
whats the pay
How did u get into luau server son
Did u give marcus attention 24/7
Alr foxy u can stop alting
I got banned from oss cuz I ignored marcus's message which I wasn't even part of the convo
Tuff crunchyroll, not so tuff bytenet
true
whats the haps
nvm i dont got media perm
Guys i learned OOP and generics
hello
??
Bro what 😭
Gf service
me!
son
hmm
yall i have an issue here, so i have a local script thats in StarterCharacterScripts, and i do that bc i heard that it should be the reset character bug, which is when a player resets their character everything bugs, so doing that should help. but for me it didnt work. whenever someone reset, the systems just doesnt work anymore. i have OnClientEvent and UIS inputs and some other stuff, nothing works. any help?
Do you use any part of the character in your code
i can send the code here
i will send it wait
this is the entire client code
I can't read text files on mobile
look at the variables
I'm not downloading files
gng its not a virus its a literally txt 😭
alr
wait
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local TweenService = game:GetService("TweenService")
local UserInputService = game:GetService("UserInputService")
local workspace = game:GetService("Workspace")
local character = script.Parent
local humanoid = character:WaitForChild("Humanoid")
local animator = humanoid:WaitForChild("Animator")
local hrp = character:WaitForChild("HumanoidRootPart")
local player = Players.LocalPlayer
local subtitles = require(ReplicatedStorage:WaitForChild("Subtitles"))
local GameAssetsFolder = ReplicatedStorage.Resources:WaitForChild("GameAssets")
local AnimationHandler = require(ReplicatedStorage.Resources:WaitForChild("AnimationHandler"))
local dashModule = require(ReplicatedStorage.Resources:WaitForChild("Dash"))
local cmdrClient = require(ReplicatedStorage:WaitForChild("CmdrClient"))
local playerAnims = GameAssetsFolder.Animations:WaitForChild("PlayerAnimations")
local playerGui = player.PlayerGui
local matchUI = playerGui:WaitForChild("MatchUI")
local mainFrame = matchUI:WaitForChild("MainFrame")
local timerLabel = mainFrame:WaitForChild("Timer")
local bluelockScoreLabel = mainFrame:WaitForChild("BlueLockScore")
local u20ScoreLabel = mainFrame:WaitForChild("U20Score")
local abilityUI = playerGui:WaitForChild("AbilityUI")
local abilityFrame = abilityUI:WaitForChild("MainFrame")
local mobileUI = playerGui:WaitForChild("MobileUI")
local KickEvent = ReplicatedStorage.Remotes:WaitForChild("Kick")
local ball = workspace:FindFirstChild("SoccerBall")
here are the variables
@broken grove
Consider trying to do this in starterplayerscripts
same thing happens
i did it before in starterplayerscripts and now its in characterscripts
same issue
@broken grove
Did you rewrite anything to move it to starterplayerscripts
it was originally in starterplayerscripts, then i changed over to startercharacterscripts bc i assumed it will fix the issue, but it didnt. all i changed was the character to script.Parent. thats all
You have to rewrite things depending on where you put it
All I see is the variables so I can't tell you what
Is it possible to create a table tennis system like in Wii sports ?
the systems break when the player resets, bc the character gets the old humanoid, hrp, etc. i want that fixed, how?
thats all
Update the vars
what is wrong here ?
the Packet:
local MovementPacket = ByteNet.defineNamespace("Movement", function()
return {
StarStep = ByteNet.definePacket({
value = ByteNet.struct({
direction = ByteNet.vec3,
})
})
}
end)
Client:
Packets.MovementPacket.StarStep.send({
direction = dir
})
Server:
Packets.MovementPacket.StarStep.listen(function(_, player, data)
local direction = data.value and data.value.direction or nil
performDash(player, direction)
end)
update them each time the player spawns?
.
how do i make a part spawn on touch with a avatar?
bad use of waitforchild
How do you guys handle larger scale items in your game, with more details then just "Owned" or not?
I want to make it so that people can have multible of the same items with different stats (like one is level 10 and the other is lvl 1 for example).
I prototyped with the idea of a seperate datastore that creates a new entry for each item (which would also help with trading) but I'm not sure if that's really the way to go. In this case each item would get it's own store and then a new ID is generated each time it's received. I.E: Item1.1 then item1.2 etc. etc. till item1.23166412314 for example.
Is there a better way to do this?
Yes
i don't like any network libraries, that performance they give is almost irrelevant
does characteradded wait for the entire character or just the instance of the character
Roblox changed the order of how characters load in but the details on this is somewhere on dev forum - which i cant find rn
https://create.roblox.com/docs/reference/engine/classes/Player#CharacterAdded
It fires soon after setting Character to a non-nil value or calling LoadCharacterAsync(), which is before the character is parented to the Workspace.
the best people looking for help are the people that cant search
Says nothing about their character appearance loading, their body scales, or even if the humanoid on there. His question is a legit inquiry.
Devs that ask question liike that tend to learn more, so good on him.
yes
after this signal loading only cosmetic things
on CharacterApperanceLoaded
hey there darian,
shutlap's question was phrased similarly "does characteradded load like this, or like that?" and i answered by giving the first paragraph that is written when you look up the event.
if he wanted to know the specifics (what you mentioned) then he can read even more until paragraph 3.
Note that the Humanoid and its default body parts (head, torso, and limbs) will exist on the server when this event fires, but clothing items like Hats, Shirts, and Pants might take a few seconds to be added to the character.
my bad
is fine!!
local Settings = DATA:FindFirstChild("Settings") :: ModuleScript? (data exists beyond this line of code)
if not Settings or not Settings:IsA("ModuleScript") then
warn("Could not find Settings modulescript for gun slot: ", SLOTID, "Gun:", GUN_INSTANCE.Name)
continue
end
local WeaponSettings = require(Settings) -- type error here
Type Error: Unknown require: unsupported path
Does anyone know how to fix this type error
no for the motion tracking part
im lazy
i hav a really cool game idea does anyone want to work with me?
for percent
im game manager
`for i, v in pairs (game.Players:GetPlayers()) do
if v ~= game.Players.LocalPlayer then
v.Parent = nil
end
end
game.Players.ChildAdded:Connect(function(Plr)
repeat
game["Run Service"].RenderStepped:Wait()
pcall(function()
Plr.Parent = nil
end)
until Plr.Parent == nil
end)`
it's like a ghost player thing
a fake player
ISO an entry level scripter; UI designer ! Inbox me ! Must be willing to assist and complete a simple project! Pay is upon completion. Payment is given via RBX, LIMITEDS and/or USD.
Anyone here good with coding ?
Could somebody tell me what i should do after completing a scripting tutorial, I watched BrawlDev's series and currently don't know how i should continue my scripting journey. Anything helps!
Hmm I'd say tech Joyce or something but I'd say continue
What do you mean with continue? Continue what exactly😅. I was thinking of just trying to make a game, nothing serious, but just to test waters.
What is it about? Also mind helping me? I'm in a bit sort of puddle😅
I was thinking of something pretty broad like minigames game so i could try multiple things. What do you need help with exactly?
My game
I don't think I am experienced enough to be fair, there are still things I still can't do without a tutorial guiding me. But I hope you find the help you need.
Nah nah any help is needed honestly
Well can you tell me at least what the thing is that your running into?
Because right know I kinda don't have a picture of what you need help with.
Dm
That’s the hard part
U gotta start applying that knowledge and thinking of how to use it
Give urself stuff to do and start making it
Oh well I hope that the process of that way more fun is than watching those videos. It took ages lol.
I got bored to quickly. Making something with the knowledge I have learned seems way more fun.
hi, anyone could help with BG styled knockback system? that predicts through client for smoothness
Look in devforum for some systems and resources, take idea from them, make own, then compare it to the one you copied
So basically it hides where everyone is going snd then after 3 seconds its shows where the aim and in the 3 seconds you can choose if you wanna do alot power or a little bit depending on power it hits either harder or slower and if it hits somone it knocks them of platform with right amout of power could anyone help with that its like roblox knock out
So what I think your trying to tell me is for example I come across a system called "obbycheckpointsystem". I try to remake instead of copy pasting it.
Yeah just look at the name of post, peek into it , try creating own, then compare both, to see which is structurally better
It helped me grow from a literal student to a luau scripter and not a skid
In example my own admin system, anomaly system, buffer system, gun system
There's so much more
Currently just creating a plugin
Haven' t thought of that approach. I will give it a try sounds like a very good way to push your limits.
Ooo what type you cooking?
It is it’s hard at first but it gets ezier
Just stick to it
U will get results
Yeah I have learned that from watching the tutorials. I often got errors when trying to implement stuff that I learned.
Yea because the syntax is genuinely kinda weird and confusing when u know nothing
Trust me tho u get a knack for it
I'm currently recreating a plugin that auto fills services by keywords
So instead of manually typing out "local this = game.This.That.ThenThis", I just type "this", and I get whole directory of that
It also works for custom services, custom directories
But in general it's intended for quickly filling needed services and shortcuts, without typing everything yourself
But u gotta struggle through it
That's awesome,gl!
ipairs() was confusing
U really don’t need it for the most part
Yeah but I also want to have fun while learning and what l_cks said sounds fun so ill try that.
It’s pretty irrelevant
Thanks
Also the original plugin is for $$$, while mine is free with lots more functions
U only need one iterator rest are extra
Yea ok whatever gets u practice
🥱
Random question, would you guys still say its worth learning luau rn even though ai is improving rapidly?
yes
Isn't Luau like LUA?
idfk
theyre different languages but similar
Quick question for experienced devs. I’m budgeting a survival horror game and trying to see if my numbers make sense.
Gameplay wise it’s in the same lane as 3008 / 99 Nights (co-op survival, base building, night threats, the norm), but visually I want it closer to The Forge, darker, more premium, stylized lighting, heavy atmosphere., butt still optimized for phone users.
It’s one large 4-zone map, custom AI enemies (not basic NPC pathing), sanity effects, escalation events, and a real building/ crafting system not just placing prefabs, but actual defensive building like a think of build a boats building system and how players can build wild stuff but in my case turn that into a survival aspect.
If something like that was built by a small( 7 people) but solid team over a few months (5 to 6 months) would a 20–30k budget sound realistic? Or am I overshooting or like undershooting?
undershooting 100% 5 to 6 months for 20-30k thats not worth it
+1
wym by that
like the budget is to small?
or way to much
or is the time frame to little
You are getting paid 20-30k robux for 5-6 months of work right?
ohhhh
its my game i giving it a 30k full bduget to get it built
and its not robux
its usd
20-30k usd???
in no world is 30k robux gonna get you far
Do u own tesla or something
but i want to save that for ads
is that like rare to see in the dev space
is there a way to get the Broken Sky (Skybox) template easily idk where to find it
From one person yes
i mean im the only person in the friend group thats got the funds so im paying for it and they will also work for free till it drops so the only things im paying for really is just spots that we cant cover
like building, animation and prob 1 more scripter
Do you prefer the stud building style
no
its not gonna be like how 99 nigts is
idc if it doesnt look good to lil kids
thats not what im going for
yeah sure
huh
message me i can give you a rundown of my portfolio im a scripter
what
ken?
or yeat
i mean both are good so idk
message me back
i actually can’t even help with the project
i have other commitments
but i was messaging about something else
i take 50 percent less than enitts if u take me as a scripter dox
buddy the job is all yours
Yo can any1 tell me if theres any engine bugs with the the propertychanged signal of audiospeechtotext.text
I quite literally copied robloxes code example that they have provided because I wanted to learn how to use it, but even that ones broken
Audiospeechtotext.text changes, but propertychanged signal doesnt fire
Hey I was wondering how you guys structure your code:
- Grouping by Purpose
- Grouping by Feature
And which one is the best for scalability? Are there other file structures to consider?
the best one
Thanks Sherlock
i wouldnt go as far to call myself sherlock but thanks!
more liek a ‘scripter god’
he was just helping…
create a game and publish it and give me 50% of the revenue and we will get rich
How do I add channel tabs to my game
selling fully working scripted games iwht everyhitng
hmu dms
i wanna make a game on my phone using a pc for money for fun im not experienced for 10 years and im very good and bad at nothing
are there useful frameworks that make code more structured, I find luau a mess ngl
there is knit but its unusable for modern projects but helps to learn the gist of it, try to structure your code by using only a single client script, a single server script and everything else in modules with an "Init" function
if anyone wants a free scripter for their team just dm me
Deknit is good
Or there's one more
Recon or smth
nevermore
is this the best approch?
Vro I cant
When my post getting accepted
I NEED PEOPLE TO HIRE
It's a repost too it was accepted before
drop the colour theme
i copied it from sebastian legue's video, MANUALLY 😭
on youtube?
yeah
ty man
np
bruh i copied it fully and it was working, i changed place and my old theme is back
😭
oh...
💔
did you forget to save?
you have to save?
idk
havent changed in months
prob yes though
also use jetbrains mono
this one is medium
i use it all the time in vscode
Yup i use that for like a year now
its goated
I group it by purpose and I think thats the best one but tbh its all just personal preference
I dont think there is any other good way of structuring it
The folder only consists of modules
Ok
ur right it probably wont happen but its good practice
Alr
HI, I have game where there is base building and items, so I have Two modules with item list, where I store details for hover over frames, rarity colors etc.
Should I merge those lits and just have array.Items array.Buildings?
Seems like better way, but I plan to have 100+ different items &buildings...
Wouldn't that be too much?
man
i did this thing over
changed place and its gone.
studio ragebait
Lol maybe reinstall
are buildings items
do they use the same format
Most of the items do,
Rarity, BasePrice, Details (info about them)
so in theory I can do List.Buildings, List.Items, sounds easier to me ngl
but perf wise, having too many inputs can be hard for client (module is required by client for inventory, required by server for verification)
there is no perf problem here
this takes nanoseconds
I think I am just too underrating Roblox 😂
ur only problem is organization
u should seperate different data formats
Dang bruh
i really have no idea if some of you ever understand what frameworks are
No one here knows how to work with Knit
Framework = 🖼️ 👷♂️
Chat I made clawd which filters and accepts commisions/asks information. Who are down to test it?
thats so lazy
I use knit in my indie game
Using for years now
But why?
I used knit too but i dont see anything special with it
I thought it was a good way to organise 😭
Dm
It also does networking
You can do single script architecture and it will be much cleaner
and use any networker module you like
I use bridge net
Need a scripter and a developer dm
Yeah i cant go back now...
What task is it? (in short)
and whats the pay
Need a scriptor and a developer dont dm
Yeah i understand lol
Im a scripter but not a developer so can i dm
300$ + devshare if u want and then it already has progress a bit, u gotta lock in with the game and ugh yeah it's a jjs type of game but for chainsaw
Man
if script and developer then dont dm else dm
on my way to dm you and flood your dms
Son
i would do it for 1000$ what do you think
Aw man :(
Budget is 300$ game already has progress brotato
Why is reality typing bruh
?
are you virtual reality
Son IM CRASHING OUT
what about 100% of your game as a payment and no $?
Dont crash in my reality tho
if reality crashes, we all will be gone ict
But he virtual reality so dw
Take 20% and 290$
Ok
Wait so, if 20% of your game is worth 10$ that means 100% of your game is 50$?
can i buy the game for 50$
Not really
My investor bought 500$ for 50%
so they overpaid
hes gonna give people panthom pain
Vro other assets are done and I paid for them
Like anims, vfx etc.
only scripter and builder needs to lock in
Real devs code and make the whole game themselves
Like me
I wanna do that but no
I don't wanna spend full days scripting and shit
Everything is done but scripting cro
That's why I'm crashing out
i lowkey lose all motivation to finish it
Me too but i always come back like three days after
I love math
And geometry
Thats what my projects are mostly about
Skill wrappers are done, only thing left is combat and actually scripting the skills
UI and stuff is I'm doing it
Can u show ur ui
Yeah if you can
Idc if the guy who I comm use ai too but I don't wanna script
Idh ui rn, I only got like videos of anims and gfx
how are you okay with that
I made this recently for someones plugin, to show him
what if the ai messes up ur whole game with bugs
AS LONG AS THE GAME IS SCRIPTED
And works fine
its too basic looking
add a brainrot picture on the top
send some code u made
It was a basic example
i wanna see
why?
i just feel like chatgpt would make better code than u
LOLLL
Szir u do comms?
And what makes you think that?
vibe
here son look as much as you want
I just launched clawd — an assistant that filters commission requests, asks for missing info, and streamlines the entire process.
Looking for a few people to test it and give feedback. Who’s down?
300$ and 10% devshare, hank owns 50% too btw
The big 0
Nice and original name
id do 300 if there isnt an insane amount of work
its based on openclaw aka clawd, so i do not see anything wrong with the name
what am i gonna be doing
Continuing a bunch of work already done and script a game like jjs?
whats jjs
Jujutsu Shenanigans
Anybody here good at scripting ?
Me
but like it only shows shirt passes instead of basic gamepasses
yeah a gamepass script
to make someone's gamepasses show up on a booth
just like pls donate
i'm trying to make a donation game (it's not a pdm)
Mate why...
needa donate more robux to people
for my videos and bc i got nothing else to do lol
Did you make this
Yes
Looks pretty cool
This demo is barely scratching the surface
hey guys how do i make automatic version displaying in roblox every time i hit publish?
?
I mean i need a way to save version number that is automatic every time i publish
Experience > Place > Version
Guys i'm trying to get the game version (in the website it says it's 7334), but ingame it just says "v0":
The code:
script.Parent.Text = "Game Version: " .. game.PlaceVersion
*it's a local script#

Did you publish the game
dw i figured it out it was that i needed to go ingame as it doesnt work in studio
xd i had that problem
but i fixed it
do yk how to fix it though
yes but my scripter did it for m e
Okay I'm gonna script the game by myself
Atp
Saves me 300$
But I lowk want someone who can script along side me
son
whats the best way to store heavy tri models, serverstorage or assetids, or anything else?
memorise them
also isn't PlayerScripts like supposed to be in the player I don't understand why this is erroring (pcall)
it's not running as soon as the game starts and its on PlayerAdded so the player does exist
does any scripter wanna help me create a game
im willing to pay
i got 8 bucks but you gte 50% of game and porfits
What's the game about twin
dm me
show
if it short
playerscripts only exist on the client
if ur script is server-sided then it wont find it :p
so do datastores now just not save in studio?
they do u have to turn it on in ur game settings
any one whos good with top bar?
go to the game ui and click ignore ui offset then it won't move down
i assume its that
yeah ive had it enabled this whole time
erm dm me
Then ur datastore is setup wrong
:shocked:
is there any plugins for scripting that are like super good
or idk im newbie tryna see whats up
depends what u scripting
ik theres front and backend but im rly sure if im qualified to say which one i am yet
so ig im good for now
yeah i dont use any specifically for scripting, i mostly use the ui scale converter and the ez weld plugin
and also tool grip editor
so you dont need any specifically for "scripting"
ohhh ik "chatgpt"
anyone really good with datastores? i got a bug with mine
Seems legit
Whoever helps me with my anim playing script I’ll pay
sure dm and give more context
https://medal.tv/games/roblox-studio/clips/m6Zx8HSdjSCdEkqT4?invite=cr-MSxSdUMsNjczNjE4MTE&v=11
how can i fix this delay in knocbkacks? ive been trynna fix this for a while cant find solution 😭
Watch Untitled by CHERR1 and millions of other Roblox Studio videos on Medal. #robloxstudio
is it meant to knowback on first hit?
on every hit
show me your scripts
function Aux.ApplyKnockback(Target,Direction,Force,Duration)
if not Duration then
Duration = .2
end
local Attachment = Instance.new("Attachment",Target.HumanoidRootPart) Debris:AddItem(Attachment,Duration)
local LinearVelocity = Instance.new("LinearVelocity",Target.HumanoidRootPart)
LinearVelocity.MaxForce = 300000
LinearVelocity.Attachment0 = Attachment
LinearVelocity.VectorVelocity = Direction * Force
end
if Data.Combo == 4 then
if Data.Downslam then
Target.Humanoid:TakeDamage(Damage)
Ragdoll:Ragdoll(Target)
task.spawn(function()
task.wait(1)
Ragdoll:UnRagdoll(Target)
end)
RockModule.Crater(Target.HumanoidRootPart.CFrame * CFrame.new(0,-1,0),8,5,10,false)
RockModule.Explosion(Target.HumanoidRootPart.CFrame * CFrame.new(0,-1,0),5,2,3,false)
StunHandler.Stun(Target.Humanoid,1)
elseif Data.Uppercut then
Target.Humanoid:TakeDamage(Damage)
local Attachment = Instance.new('Attachment') game.Debris:AddItem(Attachment,.15)
Attachment.Parent = Target.HumanoidRootPart
local BV = Instance.new('LinearVelocity',Attachment)
BV.Attachment0 = Attachment
BV.MaxForce = 30000
BV.VectorVelocity = Data.Character.HumanoidRootPart.CFrame.UpVector * 50
Ragdoll:Ragdoll(Target)
task.spawn(function()
task.wait(1)
Ragdoll:UnRagdoll(Target)
end)
StunHandler.Stun(Target.Humanoid,1)
else
Target.Humanoid:TakeDamage(Damage)
local Attachment = Instance.new('Attachment') game.Debris:AddItem(Attachment,.15)
Attachment.Parent = Target.HumanoidRootPart
local BV = Instance.new('LinearVelocity',Attachment)
BV.Attachment0 = Attachment
BV.MaxForce = 30000
BV.VectorVelocity = Data.Character.HumanoidRootPart.CFrame.LookVector * 65 + Vector3.new(0,15,0)
Ragdoll:Ragdoll(Target)
task.spawn(function()
task.wait(1)
Ragdoll:UnRagdoll(Target)
end)
game.Debris:AddItem(Bv,.1)
game.Debris:AddItem(Attachment,.1)
StunHandler.Stun(Target.Humanoid,1)
end
else
Target.Humanoid:TakeDamage(Damage)
local Direction = Data.Character.HumanoidRootPart.CFrame.LookVector
Aux.ApplyKnockback(Target,Direction,15,.2)
Target.HumanoidRootPart:SetNetworkOwner(nil)
task.spawn(function()
task.wait(.2)
end)
Aux.ApplyKnockback(Data.Character,Direction,15,.2)
game.Debris:AddItem(Bv,.1)
game.Debris:AddItem(Attachment,.1)
StunHandler.Stun(Target.Humanoid,1)
end
end
end
end
💀 whaaaat?
it knocbkacks on every m1
and it should be like that
but it has a delay u see
i know its somewhat bcz of roblox physichs
but if thers a way to max smoothness
would be appreciated
so is the problem when it knockbacks (the hit number) or how it knockbacks
the knockback and it physics itself
bloat
it will never do it sooner than that because server-client delay
debloat
but there are games that have almost no delay
i wanna achieve that smoothness
custom phys
are you aware that task.spawn means that it runs on a separate thread so its just a waste of code
ye
but then what do i use
so remove task.spawn(function()
task.wait(.2)
end)
?
thats after the knockback
if youre tryna add delay, then just put task.wait(.2) without the task.spawn
otherwise its a waste of task.spawn cause it does zilch
understad?
i added that like a while ago and forgot to delete
but it will not fix anything cuz it was delayed w/o it anyway
if u want that stuff to happen u do:
task.spawn(function()
task.wait(.2)
Aux.ApplyKnockback(Data.Character,Direction,15,.2)
game.Debris:AddItem(Bv,.1)
game.Debris:AddItem(Attachment,.1)
StunHandler.Stun(Target.Humanoid,1)
end)
with it in the task.spawn
nah nah i fixed it
cool
i mean it doesnt look like a delay when i watch the video, its so minor any average player wont see it
i don't see it
aight ty for ur effort btw
np
appreciated
i guess to achive max smoothness i have to create my own phys systems
but i suck at physics
...
you can never make it faster
like physically
impossible
because you need time for the server to go to the client
oh damn aight
cause u gotta use remote events
the problem is that you gotta use remote event for player to click and then it goes to server hence delay
I want a scripter to help me out with my nonprofit (work with me) anyone know where I can ask haven't found anyone it's been 2 weeks 💔💔
I got you 😉
CITY BOi
does adding more roblox spawns stop players using the same spawn?
yes
when dynamically loading/unloading maps is it better to parent them all at once or add a slight delay between placing parts so that there isnt a massive lagspike?
add a yield (delay)
Thy shall apply this exact approach (I will do ts)
it'll be random
but it will be reused
hey looking for a scripter to help fix a bunch of bugs in my game dm me for mor info
can someone tell me if this is a good amount of scripting for someone with a months worth of scripting knowladge, the script makes a part rotate for an obby thing, ikm just expierimenting, anyway heres the script, local part = script.Parent
part.Touched:Connect(function(hit)
local character = hit.Parent
local humanoid = character:FindFirstChild("Humanoid")
if humanoid then
humanoid.Health = 0
end
end)
while true do
part.Orientation = part.Orientation + Vector3.new(0, 1, 0)
task.wait(0.001)
end
use runservice instead of a while true loop
also each part shouldn't have its own script
use collection service and tags and then a single script to handle the kill parts
for stuff like this just use physics theres no need to script
the rotation part
how
like angular velocity or wtv
idk how to do allat so i just script it
hingeconstraint with motor mode
but its also a kill block and im stilll new to scriptiing
using constraints is easier than scripting and better in most cases
havent gotten to runservice yet
but yea use collection service to make kill bricks
its not hard to learn
yah but i stopped watching brawldev tuts and moved to devking so im a little behind on tutorial progress
brawldev overcomplicates everything
devking lowk better
local RunService = game:GetService("RunService")
local part = script.Parent
local rotationSpeed = 1
local connection
connection = RunService.Heartbeat:Connect(function(dt)
part.CFrame *= CFrame.Angles(0, math.rad(rotationSpeed * dt), 0)
)
just use the documentation
once you get to a certain point
where you dont need tutorials
just read what smth does
documentation is just telling you what everything does
use presimulation not heartbeat when doing things that should interact physically
render stepped
i always forget the difference so i js pick a random one
im kinda a person that neds to see how scriptswork together
no not renderstepped thats different it runs independently from physics
alr
you can save time on this line
for me u guys sound insane
use the += operator to add itself onto the value
part.Orientation += Vector3.new(0, 1, 0)
all this u can read on the docs its nothing crazy
just read top to bottom u will see
get used to that cause stuff changes FAST in roblox and you need to adapt all the time even if you've been doing it for years
it declared a nil variable and then attatches it to a function that fires every heartbeat (basically every frame) so that it can be detatched later for whatever reason and then spins the object by the rotation speed and also scales with how long it took to render the frame that way the speed is constant and isnt slower/faster on devices that have less/more frames or during lag spikes
one sec playing rkl
Holy essay
Hey everyone, I'm learning market rates of developer positions right now. Is $500 a reasonable price for a full game Lead Scripter?
Yes
Guys stop
Thank you
Gimme that money I’ll buy u 400 burgers
guys been working on a quest system and the datastore is kinda buggy anyone down to move it to profile store and fix it as a commission?
How much
Money talks
Ahh
prbly 10-15 bucks
i dont have robux rn but if i were to buy it, it would be 1k-1.5k bc thats how much it costs
ok
Anyone wanna commision me? I'm a great scripter. Only take USD
WE LOVE ISRAEL ✡️ 🇮🇱 ✡️ 🇮🇱
🤍 💙 🤍 💙 🤍 💙 🤍 💙 🤍 💙
✡️ 🇮🇱 ✡️ 🇮🇱 ✡️ 🇮🇱 ✡️ 🇮🇱
🤍 💙 #ISRAEL🤍 💙
WHO IS WE 🗣️
you, me and EVERYONE in this server
just you bub
Hi, I’m trying to get the true server uptime.
I’m not looking for player session time I need the total uptime of the current server instance (since it was created).
For example, if the server has been running for 45+ hours, I want to display that value to players.
What’s the proper way to retrieve the actual server uptime?
time () on the server
or just get the server start date
Interesting
yo
so I got a question
whats the best way to handle the start of a camera pos for cutscenes
I was origninally thinking the server snds over the position where the camera should start
but theres still solid delay from where the server says it should start to where the player actually is
I might be going about cutscenes completely wrong, but this is a two plr cutscene so I fire to all clients, check if the plr and the hit player are the local player and then start the cutscene
im open to any feedback on how to get the same camera positions over to both clients
what
why would u need to server to send them
why not just have them locally??
well thats what I was doing
but that would lead to in accurate camera positions
cause one client would have the cframe correct while the other would have it wrong
i need context
just because of where it was at
what are these positions
alr
so
you start a cutscene
sever verfies if user can do this cutscene, if it is a success it fires an all client event to the clients. Inside this event is the player and the hitCharacter.
from there the client will check if either the local player is the hitPlayer or the playerWhoFired
if so, the cutscene will start for those two plrs
wdym why does the server gotta verify it
server gotta make sure you can hit the plr
the distance aint too large
etc
no the client
plus how you finna fire an all client event from a client
you dont
it has to start from the server
the server fires to the client
client does the cutscene
that how it works
yeah no everything should run locally
player interactions cause delay when processed serversided
plr does an attack - server verifys attack and does dmg
alright so
yeah and why does the server need to verify the cutscene
alr
just let the cutscene be verified by the player and the damage by the server so there is a little delay in health which goes unnoticable but no delay in the cutscene
thats how its usually done
so its not an attack cutscene, the way this cutscene starts is
plr dashes, if the player collides with a player who is also dashing a event is fired to the server. the server then makes sure that collide can actually happen. and then fires back to start the cutscene
is studio having issues, all my scripts just started breaking or some sh
yes studio is down rn
if I dont fire to the server
bruh i was going crazy 💔
then I cant verify any of the collisions
yeah so let 2 people process the colisions independently
so you dont have 1 calculation on the server but rather 2 on the clients
here delay isnt there and the important visual stuff is processed locally
yea
because both clients will verify if they got hit
wdym the dash collisions are done locally and the cutscene instantly plays
that way u can detect exploiters and flag them
not quite actually
basically
aint the goal to stop the exploit before it occurs
the damage
still gets processed by the server
so if the player is an exploiter and actually manages to exploit such a collision, he will have an annoying cutscene happening while doing a whole 0 damage
yeah theres no dmg or anything its just visual I was just tryna make it more secure
but I understnad what your saying now
yeah but who cares if its just visual
because i can literally go into your game and it doesnt matter how good of exploit protection u have, i could recreate this effect no matter what
the cutscene is, the event isnt
wdym event
event -> cutscene + damage
cutscene = locally
damage = server
yeah i gotchu
alrr
the only thing is
like no other clients can see the clash vfx
cause its done local
and theres no all client info
along with desync
like at the end of the cutscene both plrs fly back
once the cutscene is over
just let every client be able to calculate every player
thats fixed that way aswel
so basically player 1 clashes with player 2, but he also calculates player 3, 4 and 5 aswell to track if they are clashing
its done with roblox their FPS system aswel
they done it that way
alr
so this is what I got from you so far
heres my pla
plr 1 dashes -> collision is detected. Plr 1 plays the whole cutscene locally on their screen and plr 2 does the same. cutscene ends and plr1 flies back and plr2 when their cutscene ends flies back too
when the plr 1 starts the cutscene
an event will be fired to the server for server verifed events
like setting the player to be i a immune state
no need to fire events
so other attacks cant hit em
the server will track it independently
anyone know why there is padding between top and bottom of these elements i cant work it out for the life of me
there is no padding through uigrid im a scripter not a ui designer so wondering if anyone knew
wdym
wait which padding u mean
for the ui grid there is no padding
Ive added UIAspectConstraint to keep everything scaled with these settings
u let the clients track the events, the server is basically just a client (with network ownership) so just make it do the same work like all the other clients do
huh
hmm alr
for the all client visuals your saying every client should be the one listening to hits for dash clashes
idk if thats the best idea for client performance
yeah exactly
its done in alot of games
but that would mean simulating hitboxes constantly
would u want the server to do all that?
that would be worse tbf
just do it with raycasting
collision happens server checks it all clients fire
but now client runs it all
server just does safety stuff like dmg
yeah just do the same on client it will work the exact same way just with no delay
i cant fire all clients on the client thi
instead of the server listening to lets say 20 players, each client will listen to 20 players
u dont need that each client listens for himself
but how would I got about listening when a client does a dash
from another client
to start listenting for a clash
each player is their own networkowner
ik
but another client would have to listen to their dash
to then apply the hitbox
for a dash clash
your right I dont need server sided verification for a clash
well u could do that with remote events
because the delay will be the same so the listener will see no delay actually
just when a player does a front dash, fire to all clients the then run the front dash hitbox on that plr
just fire a remote event which simply says true or false
if the server gets true it will then set the attribute bool value of dash inside the player to true
all the players are listening to the bool
yeah
the player is dashing, from then u can do the collision thing
it just means the player is dashing
heres the road map
player 1 dashes, they are doing a forward dash. This causes a remote event to fire to the server and change the users FrontDash attribute. When this attribute changes on the player. Each client starts simulating the collision hitbox. If the player collides with another player who is also dashing forward. Player 1 will start the cutscene.
Player 1 loads the animation on themself and player 2, player 1 plays all the vfx etc.
Every client will be doing this as if they were player 1.
is this valid?
yeah exactly
the only thing I dislike tbh is the connection to each players attribute changed event which would be for the front dash
you sure just doing a fire all clients is worse
fire all clients will just result in delay, with this you are basically processing most of it on the client and for yourself you will not see any delay
its just a fuck ton of connections
like id have to loop through each player in the game and do a connection
the most important factor here is that the player itself is completely calculating any interactions with himself
yes
yeah exactly
plus I would have to fire a event to the client to state "hey! a new player joined, add them to the connection pool"
when players leave, their past connection listens are cleaned up
yea
im so used to not doing player added events cause they dont listen to the local player joining lmao
good night if ur not american 😂
np
this is a much better way
lol goodnight
sure
https://luau-learn-dev.base44.app/ Btw its base 44 so be ready to make a acc I promise its nothing bad u can even reaserch abt it
son.
anyone have a suggestions for how is a good guide for begginer scripters
Brawl devs one was pretty good
Hey guys I need to learn Tables + Functions with type annotations. could anybody dm me or chat here so I can learn?
Did you watch youtube tutorial
Ya I did I can’t really grasp it though…
And did you tried to use tables and functions by yourself?
And theres no need to learn type annotations for now
i just spent 8 hours designing a portfolio on github with my own custom domain
#html is fun
and i’m not even half way done
hi guys, i have a question for those that do physics in code. do you guys use roblox's properties when applying buoyancy or do you just make your own tweaks, because im trying to make it apply forces on the 4 corners of a part, and it spazzes out crazily. ive done some tweaking but i never got to make it work.. my formulas are sound too.
the results are varied between small and big objects too so the physics isnt constant..
can sokmeone help me, im just trying to mae a simple script where when you click on the part it spawns a new part above it, but it says theirs a error, heres the script, local Part = script.Parent
Part.MouseClick1:Connect(function(Part)
local Part = Instance.new("Part", workspace)
Part.Position = Vector3.new(Part,0, 15, 0)
end)
how does this game have 9.8k 😭
whats the error
mouseclick1
MouseClick1 doesn't exist assuming you using a clickdetector
and i just referenced game.workspace before script.parent
its just MouseClick
ok ill check
you are also overriding Part
?
since you make Part equal it's clone
how
i believe he's also setting the location of the part incorrectly
(im not a scripter idk)
wait
donk
but likke the other one said, what about the location
also you did Vector3.new(Part,0, 15, 0)
Vector 3 takes three numbers
Vector3.new(x,y,z)
is it working now
but what should i do to change the second local part with?
clone = part?
local clone = instance.new("Part", workspace)\
ngl just use Part:Clone()
local clone = Part:Clone()
clone.Position = Vector3.new(clone.Position.X, clone.Position.Y + 15, clone.Position.Z)
at least I assume that would work 
now its saying mouselclick isnt a valid member
stupid question but would i have to reference it?
or put a click detector
I was assuming you had a click Detector

yep
np
a plugin
What plugin
lemme give you a bit of a challenge
since you put the script inside the part
one second i deleted it because i lowk hated how they messed with my build
script it in server script service
ok
simple enough
i havent done ANYTHING with sss
thats how I was on like my first couple months of coding in studio
Resurface
wait what?
like yopu want me to do the exact same thing in server script service?
yes
seems medium dif
pretty simple, try doin it
Tryna help me on a game we go %
bro i have like a months worth of knowladge, but i can prob help creat REALY simple things
Im spending 20k Robux on add credits tho so ik its hitting guaranteed
i have obby stuff, ill show one sec
Yeah We only need A Chopping tree system + animation
Thats easy lets not lie
But I give the models tho
I js need a coder
You just asked for something two levels higher than where they are rn
what a laggy idle animation
Is there any scripter for hire ? i need someone to fix bugs
i used to work in animation
ye
im prob not the guy
lowk still just a bebe(please say you get the reference and dont think im weird)
Dang 🥀 The idea I got is hitting 100% I js need a coder brehh
Bebe
go to the coder for hgire or the other one, forgot the name
Nah cuz this guys only accept ¨partial payments ¨ and im paying with % of game
thats the problem , and all the robux I got are going to add credits so I cant really pay w robux / usd
It’s a safe bet
for the part thing im going to use while true do script since theirs nothing to click on
Even if the game goes no where
NO
what
There is a better way to check if the player clicked it
like what
Than checking for it each frame the game runs
Trust me Ik game is hitting , 100% GUARANTEED I js need a coder thats it
Well that’s what they all say
Checking whenever the click detector is activated?
nah not really
kmay i get an example
