#code-discussion

1 messages · Page 264 of 1

solar inlet
#

Guys best way to make a terraria like sword hit box?

#

So like u swing it

#

Is raycast every frame alr?

prime veldt
#

You generally want a minimum ad budget of about 40K robux

#

But if the game has potential you can indeed seek for an investor

copper frost
#

Roblox should work on their api praysob

copper frost
zealous harness
#

im finally making progress in coding

rotund pawn
#

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?

solar inlet
rotund pawn
copper frost
copper frost
#

like if theirs no water

rotund pawn
#

Ill use "inifnite mesh" water, with stuff like implemented swimming by myself

rotund pawn
#

In theory, code-wise yes

#

It will just be ship moving around on same Y value

copper frost
#

Then i think u can use wasd movement

rotund pawn
#

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

copper frost
#

just use like that cuz

#

The water is plane

#

U can prob try doing some water physics

#

Idk buoyancy

heady crypt
rotund pawn
#

That is not what I mean

median echo
#

guys anyone had issue wehre animation makes entire character freeze

pallid root
#

Anyone wanna do the game tank game jam

jade terrace
#

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

#

💔

chilly canyon
#

?

#

don't trust portfolios

jade terrace
#

I already got a tuff main scripter

#

I need like side kick or smth

#

Who can script other stuff and communicate

somber vault
#

Teaching people how to code on Roblox for free. Hit me up if interested

serene cradle
#

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

jade terrace
#

People be using buzz words like ecs

#

When they prolly don't even know why it's needed

#

Or what it is

plucky magnet
#

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

wise turtle
jade terrace
#

Did u give marcus attention 24/7

wise turtle
#

im friends with frost

jade terrace
# wise turtle no..

I got banned from oss cuz I ignored marcus's message which I wasn't even part of the convo

jade terrace
wise turtle
#

true

jade terrace
#

U have commed before

regal salmon
#

whats the haps

charred tundra
#

nvm i dont got media perm

opal pasture
#

Guys i learned OOP and generics

chilly canyon
#

congrats

#

you're now a 100% skid

onyx seal
#

hello

atomic flint
#

??

dense wasp
#

Bro what 😭

strange umbra
#

New service

dense wasp
#

Gf service

wise turtle
#

me!

strange umbra
#

I wanna say I don’t need one

#

But I do

tame ibex
#

son

bleak lichen
#

hmm

blissful turtle
#

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?

broken grove
blissful turtle
#

i will send it wait

#

this is the entire client code

broken grove
#

I can't read text files on mobile

blissful turtle
#

look at the variables

blissful turtle
#

and open

broken grove
#

I'm not downloading files

blissful turtle
#

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

broken grove
blissful turtle
#

i did it before in starterplayerscripts and now its in characterscripts

#

same issue

#

@broken grove

broken grove
blissful turtle
broken grove
#

All I see is the variables so I can't tell you what

subtle totem
#

Is it possible to create a table tennis system like in Wii sports ?

blissful turtle
#

thats all

broken grove
#

Update the vars

uncut notch
#

is anyone here using bytenetß

#

?*

austere fog
#

abt bytenet?

uncut notch
#

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)
blissful turtle
uncut notch
dense drift
#

how do i make a part spawn on touch with a avatar?

opal pasture
#

yall

#

nvm

twin cairn
#

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?

broken grove
visual lagoon
mossy silo
#

does characteradded wait for the entire character or just the instance of the character

weary socket
echo stream
#

the best people looking for help are the people that cant search

weary socket
#

Devs that ask question liike that tend to learn more, so good on him.

visual lagoon
#

after this signal loading only cosmetic things

#

on CharacterApperanceLoaded

echo stream
# weary socket Says nothing about their character appearance loading, their body scales, or eve...

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.
echo stream
solid rain
#
        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

hasty mesa
edgy epoch
#

i hav a really cool game idea does anyone want to work with me?

#

for percent

#

im game manager

lost socket
#

`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

foggy wharf
#

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.

misty solstice
#

Anyone here good with coding ?

serene hare
#

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!

misty solstice
serene hare
misty solstice
serene hare
serene hare
# misty solstice 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.

misty solstice
serene hare
#

Because right know I kinda don't have a picture of what you need help with.

dark juniper
#

U gotta start applying that knowledge and thinking of how to use it

#

Give urself stuff to do and start making it

serene hare
#

I got bored to quickly. Making something with the knowledge I have learned seems way more fun.

copper cape
#

hi, anyone could help with BG styled knockback system? that predicts through client for smoothness

earnest stag
honest heron
#

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

serene hare
earnest stag
#

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

serene hare
misty solstice
dark juniper
#

Just stick to it

#

U will get results

serene hare
dark juniper
#

Trust me tho u get a knack for it

earnest stag
# misty solstice Ooo what type you cooking?

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

dark juniper
#

But u gotta struggle through it

dark juniper
serene hare
dark juniper
#

It’s pretty irrelevant

earnest stag
dark juniper
#

U only need one iterator rest are extra

dark juniper
#

🥱

strong tide
#

what good

#

jeet

edgy epoch
#

Random question, would you guys still say its worth learning luau rn even though ai is improving rapidly?

lost socket
karmic wadi
#

idfk

hollow crag
woven palm
#

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?

radiant lark
thorny trench
#

+1

woven palm
#

like the budget is to small?

#

or way to much

#

or is the time frame to little

radiant lark
woven palm
#

no

#

im paying

radiant lark
woven palm
#

its my game i giving it a 30k full bduget to get it built

#

and its not robux

#

its usd

radiant lark
#

20-30k usd???

woven palm
#

in no world is 30k robux gonna get you far

woven palm
#

or it can go higher

radiant lark
#

Do u own tesla or something

woven palm
#

but i want to save that for ads

woven palm
pallid bridge
#

is there a way to get the Broken Sky (Skybox) template easily idk where to find it

radiant lark
woven palm
#

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

radiant lark
woven palm
#

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

radiant lark
#

Well am the best stud builder on the whole planet

woven palm
pearl tulip
#

message me i can give you a rundown of my portfolio im a scripter

radiant lark
#

no

#

dox I like the guy on ur profile

woven palm
#

ken?

#

or yeat

pearl tulip
#

😂

woven palm
#

i mean both are good so idk

pearl tulip
#

matter of fact none

#

jcole

radiant lark
#

isnt that playboicarti

#

I had the same pfp

pearl tulip
#

i actually can’t even help with the project

#

i have other commitments

#

but i was messaging about something else

radiant lark
#

i take 50 percent less than enitts if u take me as a scripter dox

pearl tulip
worthy cosmos
#

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

lament trail
#

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?

lament trail
#

Thanks Sherlock

tame ibex
#

more liek a ‘scripter god’

dull summit
chilly canyon
#

create a game and publish it and give me 50% of the revenue and we will get rich

crystal panther
#

ughhhs no

#

unless you gave me a game... toi start on.....

winged bough
#

How do I add channel tabs to my game

edgy quiver
#

selling fully working scripted games iwht everyhitng
hmu dms

frigid umbra
#

out of all numbers

mild sequoia
#

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

shut quail
#

are there useful frameworks that make code more structured, I find luau a mess ngl

idle badge
echo belfry
#

if anyone wants a free scripter for their team just dm me

jade terrace
#

Or there's one more

#

Recon or smth

spring cobalt
#

is this the best approch?

jade terrace
#

Vro I cant

#

When my post getting accepted

#

I NEED PEOPLE TO HIRE

#

It's a repost too it was accepted before

indigo torrent
spring cobalt
indigo torrent
spring cobalt
#

yeah

indigo torrent
#

can i have ur ss of the colours

#

or not

spring cobalt
#

wait

indigo torrent
#

ty man

spring cobalt
#

np

indigo torrent
# spring cobalt np

bruh i copied it fully and it was working, i changed place and my old theme is back

#

😭

spring cobalt
#

💔

#

did you forget to save?

indigo torrent
#

you have to save?

spring cobalt
#

idk

#

havent changed in months

#

prob yes though

#

also use jetbrains mono

#

this one is medium

#

i use it all the time in vscode

indigo torrent
#

its goated

hot copper
#

I dont think there is any other good way of structuring it

bronze lynx
#

its safer and faster

spring cobalt
bronze lynx
#

getchildren can fail, querydescendants can't

#

its not future proof

spring cobalt
#

Ok

bronze lynx
#

ur right it probably wont happen but its good practice

spring cobalt
#

Alr

rotund pawn
#

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?

indigo torrent
#

i did this thing over

#

changed place and its gone.

#

studio ragebait

spring cobalt
#

Lol maybe reinstall

bronze lynx
#

do they use the same format

rotund pawn
#

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)

bronze lynx
#

this takes nanoseconds

rotund pawn
#

I think I am just too underrating Roblox 😂

bronze lynx
#

u should seperate different data formats

jade terrace
#

Dang bruh

cyan lantern
#

i really have no idea if some of you ever understand what frameworks are

jade terrace
#

No one here knows how to work with Knit

chilly canyon
#

Framework = 🖼️ 👷‍♂️

jovial crown
#

Chat I made clawd which filters and accepts commisions/asks information. Who are down to test it?

spring cobalt
#

Using for years now

jade terrace
#

PLS I NEED THIS 😭

indigo torrent
#

I used knit too but i dont see anything special with it

spring cobalt
loud pumice
spring cobalt
#

It also does networking

indigo torrent
#

and use any networker module you like

#

I use bridge net

loud pumice
#

Need a scripter and a developer dm

spring cobalt
#

Yeah i cant go back now...

jade terrace
#

IM THE ONE HIRING HERE BROTATO

indigo torrent
#

and whats the pay

spring cobalt
#

Need a scriptor and a developer dont dm

indigo torrent
indigo torrent
jade terrace
# indigo torrent and whats the pay

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

spring cobalt
#

So no

indigo torrent
#

on my way to dm you and flood your dms

jade terrace
#

Son

indigo torrent
spring cobalt
jade terrace
spring cobalt
#

Why is reality typing bruh

jade terrace
indigo torrent
jade terrace
indigo torrent
spring cobalt
#

Dont crash in my reality tho

indigo torrent
#

if reality crashes, we all will be gone ict

spring cobalt
#

But he virtual reality so dw

jade terrace
loud pumice
indigo torrent
jade terrace
#

My investor bought 500$ for 50%

indigo torrent
#

so they overpaid

indigo torrent
jade terrace
#

Like anims, vfx etc.

#

only scripter and builder needs to lock in

spring cobalt
#

Like me

jade terrace
#

I don't wanna spend full days scripting and shit

spring cobalt
#

It only takes a year

#

Doing everything

#

Lol

jade terrace
#

That's why I'm crashing out

spring cobalt
#

How much scripting left

#

And what

indigo torrent
spring cobalt
#

I love math

#

And geometry

#

Thats what my projects are mostly about

jade terrace
#

UI and stuff is I'm doing it

jade terrace
#

It's like jjs vro

spring cobalt
jade terrace
jade terrace
indigo torrent
spring cobalt
#

I made this recently for someones plugin, to show him

indigo torrent
#

what if the ai messes up ur whole game with bugs

jade terrace
#

And works fine

indigo torrent
indigo torrent
#

add a brainrot picture on the top

bronze lynx
spring cobalt
#

It was a basic example

bronze lynx
#

i wanna see

indigo torrent
bronze lynx
#

i just feel like chatgpt would make better code than u

jade terrace
indigo torrent
bronze lynx
#

but yea sometimes

bronze lynx
indigo torrent
jovial crown
#

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?

jade terrace
#

The big 0

bronze lynx
jovial crown
bronze lynx
#

what am i gonna be doing

jade terrace
bronze lynx
#

whats jjs

jade terrace
bronze lynx
#

oh so battleground game

#

what systems do u need

gilded compass
#

Anybody here good at scripting ?

spring cobalt
#

Me

gilded compass
#

I need help on fixing my booth's gamepasses

#

Not hiring unfortunately

gilded compass
spring cobalt
#

Wdym

#

Script?

gilded compass
#

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)

spring cobalt
#

Mate why...

gilded compass
#

for my videos and bc i got nothing else to do lol

spring cobalt
#

Join pls donate

#

Or just donate me

#

Pls

spring cobalt
#

Yes

karmic wadi
#

Looks pretty cool

spring cobalt
quasi urchin
#

hey guys how do i make automatic version displaying in roblox every time i hit publish?

spring cobalt
#

It can actually do A LOT more stuff

#

I didnt even know that

quasi urchin
# spring cobalt ?

I mean i need a way to save version number that is automatic every time i publish

spring cobalt
quasi urchin
#

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#

chilly canyon
quasi urchin
pure python
#

but i fixed it

gilded compass
pure python
gilded compass
#

so he fixed it

#

Not you

pure python
#

no

#

we both fixed it'

#

heh

jade terrace
#

Okay I'm gonna script the game by myself

#

Atp

#

Saves me 300$

#

But I lowk want someone who can script along side me

sterile ice
#

whats the best way to store heavy tri models, serverstorage or assetids, or anything else?

shy cipher
#

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

honest heron
#

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

honest heron
#

dm me

honest heron
#

mb

vast silo
#

yo i need help with my script that makes my humanoid play an animation

#

willing to pay

opaque thistle
#

if ur script is server-sided then it wont find it :p

quasi urchin
#

so do datastores now just not save in studio?

thorny trench
#

they do u have to turn it on in ur game settings

wise cradle
#

any one whos good with top bar?

quasi urchin
#

i assume its that

wise cradle
#

not moving its like

#

its not clickable for some reason

quasi urchin
quasi urchin
thorny trench
quasi urchin
#

:shocked:

hearty cedar
#

is there any plugins for scripting that are like super good

#

or idk im newbie tryna see whats up

quasi urchin
hearty cedar
#

so ig im good for now

quasi urchin
#

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

thorny trench
#

Seems legit

vast silo
#

Whoever helps me with my anim playing script I’ll pay

lament trail
copper cape
quasi urchin
copper cape
#

on every hit

quasi urchin
#

show me your scripts

copper cape
#
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

quasi urchin
#

yeah it only does it on the 4th hit

#

that intended?

copper cape
#

💀 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

quasi urchin
#

so is the problem when it knockbacks (the hit number) or how it knockbacks

copper cape
#

the knockback and it physics itself

quasi urchin
#

it will never do it sooner than that because server-client delay

copper cape
copper cape
#

i wanna achieve that smoothness

tame ibex
copper cape
#

😭

quasi urchin
#

are you aware that task.spawn means that it runs on a separate thread so its just a waste of code

quasi urchin
#

so remove task.spawn(function()
task.wait(.2)
end)

copper cape
#

?

copper cape
quasi urchin
#

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

copper cape
#

but i want other things to happen as well as ragdoll

#

oh wait

#

oh wait

quasi urchin
#

understad?

copper cape
#

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

quasi urchin
#

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

copper cape
#

nah nah i fixed it

quasi urchin
#

cool

copper cape
#

but still delay

#

i mean i guess

#

i will hope good assets will save it or sum

#

😭

quasi urchin
#

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

copper cape
#

aight ty for ur effort btw

quasi urchin
#

np

copper cape
#

appreciated

#

i guess to achive max smoothness i have to create my own phys systems

#

but i suck at physics

#

...

quasi urchin
#

you can never make it faster

#

like physically

#

impossible

#

because you need time for the server to go to the client

copper cape
#

oh damn aight

quasi urchin
#

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

hard sonnet
#

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 💔💔

teal wraith
sullen island
#

I got you 😉

fervent widget
#

CITY BOi

quasi urchin
#

does adding more roblox spawns stop players using the same spawn?

exotic phoenix
#

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?

opaque thistle
#

add a yield (delay)

exotic phoenix
exotic phoenix
#

but it will be reused

real fulcrum
#

hey looking for a scripter to help fix a bunch of bugs in my game dm me for mor info

dense drift
#

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

bright siren
#

also each part shouldn't have its own script

#

use collection service and tags and then a single script to handle the kill parts

peak jolt
#

the rotation part

bright siren
#

like angular velocity or wtv

#

idk how to do allat so i just script it

peak jolt
#

hingeconstraint with motor mode

dense drift
peak jolt
#

using constraints is easier than scripting and better in most cases

dense drift
peak jolt
#

but yea use collection service to make kill bricks

bright siren
dense drift
#

brawldev overcomplicates everything

#

devking lowk better

bright siren
# dense drift havent gotten to runservice yet
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)
)
bright siren
#

once you get to a certain point

#

where you dont need tutorials

#

just read what smth does

dense drift
peak jolt
#

use presimulation not heartbeat when doing things that should interact physically

bright siren
#

i always forget the difference so i js pick a random one

dense drift
#

im kinda a person that neds to see how scriptswork together

peak jolt
#

no not renderstepped thats different it runs independently from physics

bright siren
#

alr

bright siren
dense drift
#

for me u guys sound insane

bright siren
#

use the += operator to add itself onto the value

#

part.Orientation += Vector3.new(0, 1, 0)

peak jolt
#

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

bright siren
# dense drift for me u guys sound insane

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

dense drift
#

one sec playing rkl

wind cradle
#

Hey everyone, I'm learning market rates of developer positions right now. Is $500 a reasonable price for a full game Lead Scripter?

undone thistle
#

Guys stop

wind cradle
undone thistle
hollow wind
#

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?

hollow wind
strange umbra
#

Hmm and how much robux

#

No money

hollow wind
strange umbra
#

Eh

#

Com my DMs

hollow wind
harsh aurora
#

Anyone wanna commision me? I'm a great scripter. Only take USD

supple spindle
supple spindle
hallow wigeon
heady vale
cursive turret
#

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?

hasty mesa
#

or just get the server start date

cursive turret
foggy burrow
#

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

supple spindle
#

why would u need to server to send them

#

why not just have them locally??

foggy burrow
#

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

supple spindle
#

i need context

foggy burrow
#

just because of where it was at

supple spindle
#

what are these positions

foggy burrow
#

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

supple spindle
#

why does the server need to verify that

#

just let the client do that

foggy burrow
#

wdym why does the server gotta verify it

#

server gotta make sure you can hit the plr

#

the distance aint too large

#

etc

supple spindle
foggy burrow
#

plus how you finna fire an all client event from a client

foggy burrow
#

it has to start from the server

#

the server fires to the client

#

client does the cutscene

#

that how it works

supple spindle
#

yeah no everything should run locally

foggy burrow
#

okay bro

#

how?

supple spindle
#

player interactions cause delay when processed serversided

foggy burrow
#

plr does an attack - server verifys attack and does dmg

supple spindle
supple spindle
foggy burrow
#

alr

supple spindle
#

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

foggy burrow
#

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

vital plaza
#

is studio having issues, all my scripts just started breaking or some sh

foggy burrow
#

if I dont fire to the server

vital plaza
#

bruh i was going crazy 💔

foggy burrow
#

then I cant verify any of the collisions

supple spindle
#

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

foggy burrow
#

wait

#

so

#

if I dash and then collide with another user

supple spindle
#

yea

foggy burrow
#

how will then the cutscene play for both

#

nah nvm

supple spindle
#

because both clients will verify if they got hit

foggy burrow
#

stupid ass question lmao

#

yeah

#

but theres zero security in this

supple spindle
#

there is

#

you do serversided check afterwards

foggy burrow
#

wdym the dash collisions are done locally and the cutscene instantly plays

supple spindle
#

that way u can detect exploiters and flag them

supple spindle
#

basically

foggy burrow
#

aint the goal to stop the exploit before it occurs

supple spindle
#

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

foggy burrow
#

yeah theres no dmg or anything its just visual I was just tryna make it more secure

#

but I understnad what your saying now

supple spindle
#

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

foggy burrow
#

no your right

#

alr so the cutscene is dont completly local

supple spindle
#

the cutscene is, the event isnt

foggy burrow
#

wdym event

supple spindle
#

event -> cutscene + damage
cutscene = locally
damage = server

foggy burrow
#

yeah i gotchu

supple spindle
#

alrr

foggy burrow
#

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

supple spindle
#

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

foggy burrow
#

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

supple spindle
#

no need to fire events

foggy burrow
#

so other attacks cant hit em

supple spindle
#

the server will track it independently

kind jacinth
#

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

foggy burrow
kind jacinth
#

for the ui grid there is no padding

#

Ive added UIAspectConstraint to keep everything scaled with these settings

supple spindle
# foggy burrow wdym

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

supple spindle
foggy burrow
#

hmm alr

supple spindle
#

i can see padding

#

what you mean

foggy burrow
#

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

supple spindle
foggy burrow
#

but that would mean simulating hitboxes constantly

supple spindle
#

that would be worse tbf

foggy burrow
#

no

#

neither

#

thats the point of all clients

supple spindle
#

just do it with raycasting

foggy burrow
#

collision happens server checks it all clients fire

#

but now client runs it all

#

server just does safety stuff like dmg

supple spindle
foggy burrow
#

i cant fire all clients on the client thi

supple spindle
#

instead of the server listening to lets say 20 players, each client will listen to 20 players

supple spindle
foggy burrow
#

but how would I got about listening when a client does a dash

#

from another client

#

to start listenting for a clash

supple spindle
foggy burrow
#

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

supple spindle
#

because the delay will be the same so the listener will see no delay actually

foggy burrow
#

just when a player does a front dash, fire to all clients the then run the front dash hitbox on that plr

supple spindle
#

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

foggy burrow
#

all the players are listening to the bool

supple spindle
#

yeah

foggy burrow
#

and so when the bool changes to be true

#

they simulate

supple spindle
foggy burrow
#

ALR

#

soooooooooooo

supple spindle
#

it just means the player is dashing

foggy burrow
#

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?

supple spindle
#

yeah exactly

foggy burrow
#

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

supple spindle
#

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

foggy burrow
#

its just a fuck ton of connections

#

like id have to loop through each player in the game and do a connection

supple spindle
#

the most important factor here is that the player itself is completely calculating any interactions with himself

foggy burrow
#

yes

foggy burrow
#

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

supple spindle
#

u can do that on the client itself aswel

#

no need for an event

foggy burrow
#

you mean just by

#

player added?

#

ig thats true

supple spindle
#

yea

foggy burrow
#

im so used to not doing player added events cause they dont listen to the local player joining lmao

supple spindle
#

ah

#

well i head to sleep now

foggy burrow
#

alr

#

thank you bro

supple spindle
#

good night if ur not american 😂

supple spindle
foggy burrow
#

this is a much better way

foggy burrow
humble sparrow
#

Would anyone like to try out my new Luau Learner Website 😄

humble sparrow
# dense drift 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

Luau Learner

Master Roblox scripting with Luau Learner! Choose between 'Learning Mode' for clear, text-based lessons and 'Task Mode' for hands-on practice in Roblox Studio. Includes a code sandbox, Q&A helper, and progress tracking for beginners and intermediate creators.

fresh beacon
#

son.

hearty cedar
#

anyone have a suggestions for how is a good guide for begginer scripters

glass goblet
crystal panther
#

Hey guys I need to learn Tables + Functions with type annotations. could anybody dm me or chat here so I can learn?

indigo torrent
crystal panther
#

Ya I did I can’t really grasp it though…

indigo torrent
#

And did you tried to use tables and functions by yourself?

#

And theres no need to learn type annotations for now

vestal cipher
#

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

mystic pebble
#

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..

dense drift
#

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)

ripe hinge
#

how does this game have 9.8k 😭

dense drift
ripe hinge
#

MouseClick1 doesn't exist assuming you using a clickdetector

dense drift
#

and i just referenced game.workspace before script.parent

ripe hinge
#

its just MouseClick

dense drift
#

ok ill check

dense drift
ripe hinge
#

since you make Part equal it's clone

dense drift
#

how

sharp gull
#

i believe he's also setting the location of the part incorrectly

#

(im not a scripter idk)

ripe hinge
dense drift
#

the location is cofusin, i didnt want it to go somewhere random

#

oh i see

ripe hinge
#

yeas

dense drift
#

wait

ripe hinge
#

donk

dense drift
#

but likke the other one said, what about the location

ripe hinge
#

also you did Vector3.new(Part,0, 15, 0)

#

Vector 3 takes three numbers

#

Vector3.new(x,y,z)

dense drift
#

fixed it

#

new it was wrong

ripe hinge
#

is it working now

dense drift
#

but what should i do to change the second local part with?

ripe hinge
#

name it 'clone'

#

it doesn't matter

dense drift
#

clone = part?

ripe hinge
#

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)

ripe hinge
dense drift
#

now its saying mouselclick isnt a valid member

#

stupid question but would i have to reference it?

#

or put a click detector

ripe hinge
#

I was assuming you had a click Detector

onyx oxide
ripe hinge
#

yes, put it in the part

#

MouseClick1 is used in ui btw

dense drift
ripe hinge
#

yep

dense drift
#

it works now

ripe hinge
dense drift
#

i also didnt know i had to put the script ijn the click detector so now i know

peak jolt
#

whuh

#

How do your parts look like that

dense drift
ripe hinge
#

ahh

#

that looks cool

peak jolt
#

What plugin

ripe hinge
#

since you put the script inside the part

dense drift
ripe hinge
#

script it in server script service

dense drift
ripe hinge
#

simple enough

dense drift
ripe hinge
#

thats how I was on like my first couple months of coding in studio

dense drift
dense drift
ripe hinge
#

?

#

script it from here

dense drift
#

like yopu want me to do the exact same thing in server script service?

ripe hinge
#

yes

dense drift
#

seems medium dif

ripe hinge
#

pretty simple, try doin it

tiny gazelle
dense drift
tiny gazelle
#

Im spending 20k Robux on add credits tho so ik its hitting guaranteed

dense drift
#

i have obby stuff, ill show one sec

tiny gazelle
#

Thats easy lets not lie

#

But I give the models tho

#

I js need a coder

ripe hinge
#

You just asked for something two levels higher than where they are rn

fringe chasm
real fulcrum
#

Is there any scripter for hire ? i need someone to fix bugs

dense drift
tiny gazelle
dense drift
#

im prob not the guy

#

lowk still just a bebe(please say you get the reference and dont think im weird)

tiny gazelle
#

Dang 🥀 The idea I got is hitting 100% I js need a coder brehh

ripe hinge
#

Bebe

dense drift
tiny gazelle
#

thats the problem , and all the robux I got are going to add credits so I cant really pay w robux / usd

dense drift
# ripe hinge Bebe

for the part thing im going to use while true do script since theirs nothing to click on

ripe hinge
#

Even if the game goes no where

dense drift
#

what

ripe hinge
#

There is a better way to check if the player clicked it

dense drift
#

like what

ripe hinge
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Than checking for it each frame the game runs

tiny gazelle
ripe hinge
ripe hinge
tiny gazelle
dense drift