#Scripting Help
1 messages Ā· Page 2 of 1
yes ^
how do i make this more efficient
Looks like a lot of those variables are only being used once. You also define gui = script.Parent but continue to write script.Parent multiple times. You may be able to remove some of the variables at the top depending on if you don't use them again later in the script.
local gui = script.Parent
local cams = workspace.cam
--// What is with `game = script.Parent.game`??????????
local ts = game:GetService("TweenService")
local ti1 = TweenInfo.new(3,Enum.EasingStyle.Quad,Enum.EasingDirection.In)
local ti2 = TweenInfo.new(2,Enum.EasingStyle.Quad,Enum.EasingDirection.In)
local ti3 = TweenInfo.new(1,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut) --// Unused?
--// Tweens
local logo1 = ts:Create(gui.ii,ti1,{Position = UDim2.new(0.112,0,0.355,0)})
local translogo1 = ts:Create(gui.iiheps,ti2,{ImageTransparency = 0})
local translogo2 = ts:Create(gui.ii,ti2,{ImageTransparency = 1})
local texttrp1 = ts:Create(gui.iitext,ti1,{TextTransparency = 0})
local texttrp2 = ts:Create(gui.game,ti1,{TextTransparency = 0})
local textdrop = ts:Create(gui.heps,ti2,{Position = UDim2.new(0.262,0,0.408,0)})
local raise = ts:Create(gui.f1,ti2,{Position = UDim2.new(0,0,-1,0)})
local lower = ts:Create(gui.f2,ti2,{Position = UDim2.new(0,0,1,0)})
game is an object idk why i named it that
naming a variable game will break your code
change it
Need some announcement system scripting help.
Anyone is worthy?
Script for managing announcement UI and listening a remote event.
local AnnouncementRemotes = game:GetService("ReplicatedStorage"):FindFirstChild("AnnouncementRemotes")
local RemoteEvent = AnnouncementRemotes:FindFirstChild("ChangeText")
local GUI = game:GetService("StarterGui")
local AnnouncementUI = GUI:WaitForChild("AnnouncementUI")
local MessageText = workspace["Announcement Machine"].Text
local ClickDetector = script.Parent
local function remoteEventMessage(message)
MessageText.Value = message
end
local function UIShow()
AnnouncementRemotes.UIShow:FireAllClients()
script.Parent.MaxActivationDistance = 0
wait(6)
script.Parent.MaxActivationDistance = 32
end
local function UIText()
AnnouncementRemotes.UIText:FireAllClients(MessageText.Value)
end
ClickDetector.MouseClick:Connect(UIShow)
ClickDetector.MouseClick:Connect(UIText)
RemoteEvent.OnServerEvent:Connect(remoteEventMessage)
Local Script for firing a remote event when the textbox property called Text is changed.
local AnnouncementRemotes = game:GetService("ReplicatedStorage"):FindFirstChild("AnnouncementRemotes")
local RemoteEvent = AnnouncementRemotes:FindFirstChild("ChangeText")
local Textbox = script.Parent
local function changeMessage()
RemoteEvent:FireServer(Textbox.Text)
end
Textbox.FocusLost:Connect(changeMessage)
Error provided in dev. console:
use tostring
MessageText.Value = tostring(message)
np
uh
whats the code thing
if breakerList[v.Name] == true then
breakerList[v.Name] = false
print(breakerList)
script.Parent[v.Name].TextButton.BackgroundColor = BrickColor.new(255,0,0)
else
breakerList[v.Name] = true
print(breakerList)
script.Parent[v.Name].TextButton.BackgroundColor =BrickColor.new(0,255,0)
end
ok
so this is adding a new database entry
*dictonary
it looks like this rn
[1] = false
[2] = false
[3] = false
and when i try to edit one with the name of v
it adds one as
["1"]
v's name is 1
could someone help me fix this
ok idfk how dictionaries work but if im understanding correctly, theres a [1] entry, you are trying to edit that but it makes a new one called ["1"]?
my guess is
Mhm
since v's name is a string and not a number it thinks "1" and 1 arent the same thing(they arent)
np 
now the minigame thing is close to being finished
(we had to make it a number though)
"hi" .. variable .. "hi"
that outputs "hi [variable] hi"
like if qsp was your variable it would print "hi qsp hi"
yup and...?
OH
brain failed
yeah
I thought it said tostring()

so good at this fr
I thought you were a good scripter smh
I thought it said tostring() š
Oh putting something in quotes outputs it?
no
for example
variable = "FUCK"
print("fat" .. variable .. "OMG")```
this will print "fat FUCK OMG
or if u want to add space
variable = "FUCK"
print("fat " .. variable .. " OMG")```
now for that you could do
local var = "RANDOM VAR"
print(`BVOMB {var} hihih`) --Would print: "BVOMB RANDOM VAR hihih"
works with converting numbers to string too
Doing {var} instead of .. var .. helps with readability and makes it easier to spot missed spaces.
Not sure if there's a performance difference between the two.
no
string.format is better..
explode
KILL
Slaughter.
no.
yes.

it literally does the same thing
but just with more code
task.spawn(function()
for _, part in cams do
if part:IsA("BasePart") then
cam.CFrame = part.CFrame
wait(5)
end
end
end)```
how tf do i loop this again
Like you want that for loop to run forever?
I see
local LoopThing = task.spawn(function()
while true do
for _, part in cams do
-- ...
end
end
end)
wherever.Button.ClickDetector.MouseClick:Connect(function()
task.cancel(LoopThing)
end)
Really the only thing you need around the for loop is a while true do loop @lament karma
ok
is roblox high???
now it's not even changing the camera
no errors no prints nothing
i swear roblox is on some sort of crack
on my test game it works as intended but on the main game it only iterates through 2 parts
Never heard of that task.spawn
task library šŖ
no roblox is just high
that or your code is running before all the cameras have loaded in (are you using a localscript?)
The cams variable waits for the folder to load
local cams = game.Workspace:WaitForChild("cam")
so, I know game:IsLoaded returns true only on the first time the game is loaded, but how do I get it to return true if the game is reloaded?
(after
for _, obj in workspace:GetChildren() do
if obj.ClassName ~= "Terrain" and not Players:GetPlayerFromCharacter(obj) then
obj:Destroy()
RunService.Stepped:Wait()
end
end
)
or rather this
local new = ServerStorage.MapBackup:Clone()
for _, obj in new:GetChildren() do
obj.Parent = workspace
if obj:IsA("Model") then
obj:MakeJoints()
end
end
new:Destroy()
yeah no game.isloaded works independently of whatever you're doing
you need a custom event/value for tracking map loads
what does runservice do?
provided events/functions/values based on how the game runs
eg can tell if a game is running on studio or a game
eg can provide events that fire on render updates
i cant think atm so yea thats all you get from me
so uh, how do i do that
if i have a temp value i want to access in multiple scripts how hsould i do that
should i just use an intvalue or is there something better
also about the script with reseting the temp = X after a reload
probably module scripts
^
either a number value or module script
if it's just one value i tend to just use numbervalues for example
has a changed event with it too
entirely based on how the script is made
i usually code things like that in "threads" (it doesn't really count as an actual thread probably but similar concept)
Soo
š¤

What does that even mean
Also
In another context i did script.enabled = false
And then later
Script.enabled = true
But that didnt work entirely
^
in older roblox .disabled would work perfectly but the behavior has changed
as with your new script, if you could send it that'd be good
for me to even understand what is going on
Ok, i cant send it rn, but its basically .enabled = false then it gets a random number, and if the random number is above 50 it does smth but if its below itās supposed to do .enabled = true
What is not working
I can give u the script tmr
ok do tha
script:WaitForParentWhichIsA("Model")
ok so
local random = math.random(0,100)
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local ServerStorage = game:GetService("ServerStorage")
local pro = NRC.ControlRoom.Buttons:WaitForChild("SafeguardProtection")
local speakers = game.Workspace.Speakers
clickDetector.MouseClick:Connect(function (player)
print(random)
NRC.ControlRoom.ScreenPanel2.Temo.Enabled = false
NRC.ControlRoom.ScreenPanel2.L.SurfaceGui.TextLabel.Text = "-System Unavailable-"
task.wait(30)
if random >= 50 then
NRC.ControlRoom.ScreenPanel2.Temo.Enabled = false
NRC.ControlRoom.ScreenPanel2.L.SurfaceGui.TextLabel.Text = ("-Shutdown Success-")
elseif random <= 49 then
NRC.ControlRoom.ScreenPanel2.Temo.Enabled = true
end
end)
So I basically took out the non essential stuff
Temo is the temperature script what does the temp = temp + 10, and I basically need it to stop for an amount of time, and continue it if random is < 49
temo
whats wrong
what is going on
why is it doing this
ok now its doing this
task.spawn(function()
function dothestuff()
task.spawn(function()
local textBounds = text.TextBounds
local lineHeight = textBounds.Y
local frameHeight = frame.Size.Y.Offset
local numLines = math.ceil(textBounds.Y / text.TextSize.Y)
if numLines > frame.Size.Y.Offset then
repeat
frame.Size = UDim2.new(frame.Size.X.Scale, frame.Size.X.Offset, 0, lineHeight * numLines)
wait()
until numLines < frame.Size.Y.Offset
end
end)
end
end)```
this is the code that calculates frame size
use automaticsize
what is wrong
hodl on
automaticsize only works with offset
tbh i feel like i could script very well
only if i knew how roblox studio worked in general
shit is peak
i suggest using it instead because ui is meant to be in offset
then if you just want to size the ui depending on the screen resolution
you can use the UIScale instance
are you using scale or offset
are you applying the automatic size to the black frame or the text
the frame
not in the dialog system no
i could send you a file that has automatic size if that could help
oh yeah the text has to have automatic size too, if you already dont have that
heres a simple one
yes
dont really get it
how do i fix the clipping
set the text position to 0 and use uipadding instead
uipadding being inside of the frame
(and using offset on the uipadding)
Ive told us earlier
U said something with a 2nd script that needs to listen
Or smth
š
have roblox rate limits been loosened as of recently?
booted up a few of my old bots to mess with and they hardly encounter rate limits as much as they used to
one of them did a few thousand post requests within a few minutes with 0 rate limits
strange
Ladies and gentlemen of QSERF's scripting help! I need some help making a script for a jukebox. I can give information if you DM me, I cannot pay if that's what you want for this script. Thank you in advance.
what
the iitpp subtitle system is open sourced??
Very hard script which represents a flashlight. I was stuck with stopAnim() and unEquip() function problem. These functions are supposed to stop the animation and turn off the flashlight. Is there anything to access to a character when the tool is in backpack? (P.S: hard to resolve in my opinion.)
local Tool = script.Parent.Parent
local Handle = script.Parent
toggle = false
debounce = true
local function On()
if debounce == true then
debounce = false
Handle.Light.Color = Color3.fromRGB(108, 139, 206)
Handle.Light.SpotLight.Enabled = true
Handle["Flashlight On"]:Play()
wait(1)
debounce = true
end
end
local function Off()
if debounce == true then
debounce = false
Handle.Light.Color = Color3.fromRGB(0, 0, 0)
Handle.Light.SpotLight.Enabled = false
Handle["Flashlight Off"]:Play()
wait(1)
debounce = true
end
end
local function stopAnim()
if Tool.Parent:IsA("Backpack") then
local player = Tool.Parent.Parent
local character = player.Character
local humanoid = character:FindFirstChildWhichIsA("Humanoid")
local anim = humanoid:LoadAnimation(script.Holding)
anim:Stop()
else
stopAnim()
end
end
local function onEquip()
local character = Tool.Parent
local humanoid = character:FindFirstChildWhichIsA("Humanoid")
local anim = humanoid:LoadAnimation(script.Holding)
anim:Play()
end
local function unEquip()
Off()
toggle = false
stopAnim()
end
Tool.Activated:Connect(function()
if toggle == false then
On()
toggle = true
else
Off()
toggle = false
end
end)
Handle.Parent.Equipped:Connect(onEquip)
Handle.Parent.Unequipped:Connect(unEquip)
is it a local script or server script
s e r v e r
assuming your issue is not being able to stop the animation:
you must use :stop() on the same animation track
as of right now, you are doing humanoid*:LoadAnimation()*:Stop()
whoch means you are creating a new animation track, and stopping this newly created one
not the first one
so r u just asking for us to make you a scritp
script
Ok, ignore that for now, bc I still need help on something else, being that I have a script what does temp = temp + 10, and after I reload the map from Serverstorage, the temp hasnt reset
ok quick question
if i have a modulescript with values
and in one script i do require(modulescript).ExampleValue = 8
can i read that 8 in another script
yes
just adding that a client cant read server values
this is a fair point, but i need help scripting it
What the fuck. Why it doesnt work???
-- LocalScript
-- Parent: ReplicatedFirst
local Players = game:WaitForChild("Players")
local LocalPlayer = Players.LocalPlayer
local PlayerGui = LocalPlayer:WaitForChild("PlayerGui")
PlayerGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false)
PlayerGui:SetCoreGuiEnabled(Enum.CoreGuiType.Chat, false)
does it error
yeah
do i have to show it?
just copy this code and paste it on the localscript
it has to be parented to ReplicatedFirst
my ass is not getting into studio š
hey i already sent the imgage
u need to use StarterGui not PlayerGui
o h
it didnt load for me and i dont think i want it to
WRY YOU hate me I DO NOTHING WRONG
I only talk qbout fish eveyrdya wtf
LMFAO LOLL
why
server script
local ServerStorage = game:GetService("ServerStorage")
local UserIDList = require(script:FindFirstChildWhichIsA("ModuleScript"))
local Player = game.Players:GetPlayerFromCharacter(script.Parent)
local HumanoidRootPart = script.Parent:FindFirstChild("HumanoidRootPart")
for _, UserID in ipairs(UserIDList) do
if Player.UserId == userID then
local ClonedParticle = ServerStorage.ParticleStorage.AdminParticle:Clone()
ClonedParticle.Parent = HumanoidRootPart
break
end
end
module script (inside server script)
local IDList = {
"4362738489"
}
return IDList
why what
why wont this script work with module script. it tries to identify the user id but fails to do so.
where is it failing at
server script
because it looks for UserIDList
and not IDList
oh
silly scripter
how do I fix that?
game.Workspace.Trahs:WaitForChild("RCTP").Position = Vector3.new(61.955, 321.72, 47.361)
ok so that means it will wait forever for RCTP
Make sure it actualy exists and the path is rght
local door = script.Parent
function OpenDoor(x,y)
for i =1,45 do
local pos = door:GetBoundingBox()
pos.Position += Vector3.new(0,0,1)
end
print("test complete")
return
end
OpenDoor()
help
what wrong
i made new code and i am using union as primary part: local door = script.Parent
function OpenDoor()
if door and door.PrimaryPart then
local zOffset = 10 -- Adjust the Y-axis offset as needed
local currentCFrame = door.PrimaryPart.CFrame
local newPosition = currentCFrame.Position + Vector3.new(0, 0, zOffset)
door:SetPrimaryPartCFrame(CFrame.new(newPosition))
print("Door moved successfully!")
else
warn("Door or PrimaryPart not found.")
end
end
OpenDoor()
i made new code and i am using union as primary part: local door = script.Parent
function OpenDoor()
if door and door.PrimaryPart then
local zOffset = 10 -- Adjust the Y-axis offset as needed
local currentCFrame = door.PrimaryPart.CFrame
local newPosition = currentCFrame.Position + Vector3.new(0, 0, zOffset)
door:SetPrimaryPartCFrame(CFrame.new(newPosition))
print("Door moved successfully!")
else
warn("Door or PrimaryPart not found.")
end
end
OpenDoor() its saying the primary part is not there
by usign primary part
roblox is assuming the object is a model
which means u have to model it
go to the explorer, select your model and select the primary part option
once there u can set the primary part to whateve
when I did that it made my model go in the wrong diection
hol up
that's chat gpt code 
make sure that you set the axisproperly
at least it detects a primary part, which is a step forwards.
adjust your vector calculation for a different axis
hello guys i need help
local reverse = false
local tweenservice = game:GetService("TweenService")
local tweeninfo = TweenInfo.new(0.25, Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,true,0)
local gloves = {}
for i,v in script.Parent:GetChildren() do
if v.Name == "Glove" then
table.insert(gloves,v)
end
end
while true do
local foundglove = false
local selectedglove = nil
while foundglove ~= true do
selectedglove = gloves[math.random(1,#gloves)]
if selectedglove.Moving.Value == false then
foundglove = true
else
print("no")
end
end
selectedglove.Moving.Value = true
print("the j")
local properties = {Position = selectedglove.Position}
if reverse == false then
properties.Position += Vector3.new(0,0,2)
else
properties.Position += Vector3.new(0,0,-2)
end
local tween = tweenservice:Create(selectedglove,tweeninfo,properties)
tween:Play()
task.wait(0.25)
tween:Destroy()
selectedglove.Moving.Value = false
end```
this is the whole thing but
the error i have is that the while loop is not repeating
is it inside a coroutine
whats a coroutine again?
async basically
seems completely fine to me
are u sure the script isnt disabled
no because
so if you put a print statment at the very top it doesent print twice?
nope
ill show u what it does
maybe something is yielding forever idk
where is the script placed
the issue is that over time the tweens are running twice
oh shit
i think i see problem
you got unlucky
not that
:Destroy() is a function every instance has
it deletes the instance
even tweens?
it is
ok im retarded
and they are reversed with no delay so its 0.5 seconds in total
and will revert
what i do is wait for tween completed and then destroy it idk if that would help
surprisingly they are reverting
but anyway the problem is
yes
because destroying the tween at the exact same duration from it running can cause micro delays
which fucks things up
coroutine.wrap(function()
--ur existing code
end)()
thats not the problem but
pretty sure
just tell me
or alternatively task.spawn both work
1s
noo
just in case
do a tiny check to wait until tween has finished before destroying
uh
yeah i'll do that
actually no i wont need to
task.wait is bound by server fps
so even if the server lags it'll stay in time
nah its just to reduce chance of conflict because a tween might run for a few milliseconds after you do :Destroy()
i had this bug a few years ago
local reverse = false
local tweenservice = game:GetService("TweenService")
local tweeninfo = TweenInfo.new(0.25, Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,true,0)
local gloves = {}
for i,v in script.Parent:GetChildren() do
if v.Name == "Glove" then
table.insert(gloves,v)
end
end
local function thingy()
local foundglove = false
local selectedglove = nil
while foundglove ~= true do
selectedglove = gloves[math.random(1,#gloves)]
if selectedglove.Moving.Value == false then
foundglove = true
else
print("no")
end
end
selectedglove.Moving.Value = true
print("the j")
local properties = {Position = selectedglove.Position}
if reverse == false then
properties.Position += Vector3.new(0,0,2)
else
properties.Position += Vector3.new(0,0,-2)
end
local tween = tweenservice:Create(selectedglove,tweeninfo,properties)
tween:Play()
task.wait(0.5)
tween:Destroy()
selectedglove.Moving.Value = false
end
while task.wait(0.25) do
task.spawn(thingy)
end```
trust me right
Ok now
this is for a minigame game right
Ok
@odd chasm get in here right

so i have an issue i dont know how to approach
ok
so i want to pick a random number
and run a different function based on that number
the question is
how do i make it futureproof so i can add like 50 different conditions
without making spaghetti
wwwwwwwwwwwwwwhat#
read

idk just do
function functionidklol()
print("yea")
end
local table = {
[1] = functionidklol,
}
then do like table1 with ur random number
would that work?
yes
it doesnt work
you lied!!
i did it correctly
and fixed it
loser
this is how you do it
:3
new problem :/
game.Players.PlayerAdded:Connect(function(plr)
plr.CharacterAdded:Connect(function(model)
model.Humanoid.Died:Connect(function()
ExternalInteraction.RemoveCompletion(plr)
DataHandler:Set(plr,"Streak",0)
end)
end)
end)
why this no work
nvm
i see problem
usually playeradded is always buggy in studio
since you join so quick after the server started or something
and doesnt fire properly
the for _, Player in game.Players:GetPlayers() do task.defer(OnPlayer, Player) end in question
coroutine > task.spawn
i call cap
no
yes
IDK LOL
like
for some reason
the sound cant be edited with a script
idk why
you cant remove it, that breaks it
you cant edit it, that doesnt work
what do i dooooo
š
set volume to 0 by local script
not sure if this is the right place but
how do i get bro to hold it the other way
like vertically
ok
doesnt work
change positions on tool properties
so properties on the tool not the handle
ToolGripEditor
You can also do it the old way using taffos method
theres a free version
the piracy in question
Included in the package:
Tool Grip Editor
20 Viruses
you must support the pirate in someway right
in this case, it is with your entire computer
i dunno man, ive had it installed for a year or two and nothing bad has happened
yet
it used to be FREE
back in the old day
plugins were all free
but then the moon animator maker person said they spent a shit ton of time on the plugin and made no money
other plugin developers responded by making their plugins cost money
i really find this logic so funny because blender is free
blender is hard to use
and also exporting and importing is a pain in the ass
Blenderš
i still don't know how to make roblox animations with blender
my point was that its dumb to say 'i made roblox animation editor but with themes and made it look like a fucking windows application for some reason' when shit like blender exists
plugins shouldnt be paid š£ļø
thats like
remove robux
because
doesnt matter if you spent months making a game look heres a free version on freegamesnovirustrust.gimmeallurmoney
.com
you cant make money from it
no gamepasses
no its not
Zthat part was a joke but the point stands
if a game has lets say a raider team for free does this mean qs shouldnt be allowed to monetize the raider access
how are gamepasses related to plugins
its an example
blender exists as a free version of those plugins and ur saying they shouldnt be paid
if a game with a raider system existed as a free version of qserf, should the raider pass not be paid
also
if the free stuff exists go use it no ones stopping you
thats like oh no winrar is paid boo 7 zip exists it shouldnt be paid
go use 7 zip them
a free version of qserf will get taken down
also a lot of the paid plugins are qol. why the fuck does a plugin that appends rbxassetid:// to a number cost money
my main reason for not liking paid plugins is because it discourages new developers from doing stuff
theres also blatant scams like that one baseplate improver that costs 14 fucking dollars?
also moon animator adding paid themes is just stupid
that was not what i meant(my wording was shit)
I meant a game thats made by someone else and original that has a free raider team
the person spent time making it and they want money what will you do about it
if its that easy to do: do it yourself
if the change is such a tiny qol feature: then dont use it
Let them make their money
the point of plugins is to save time, not diy
imji should not cost money
someone spent their time to save your time for free?
plugins dont grow on trees, someone spent their time for those and if you want your time saved, you have to pay
i just realized we are super off topic so i am moving on
I think it's fair for plugins to cost money, please just don't jack it up to thousands
5000 robux equals to $17 for reference
yall I need help
i want to make a debounce for my door so players cannot interact with the button instantly
in simpler words, a player might click the button too much and the door will be very far from the frame
help
you can make soemthing like this with a variable
local debounce = false
clickDetector.MouseClick:Connect(function()
if debounce then
return
end
debounce = true
--open the door rahhh
task.wait(0.5)
debounce = false
end)
yes this code would work
I need help here
I'm writing a program for my parent's company that manages datasets that contains addresses, and I've been doing well on my own so far but I'm struggling to find a solution to this one specific problem. Here's the entire code, it is python3 v3.10.12, it's too big to post with the thing that gives you the color thingamajig so it'll be a text file
at the point where I commented "HERE IS WHERE I NEED HELP" is where I'm trying to add a feature that will take the data from a row that has missing data in a speified column and bring it into a new dataframe, and then remove it into the new one (I'm using pandas). I was able to figure out how to purge the data but I can't figure out how to make a new dataframe out of it first.
bah
stil lnot answered
im too tired to do this
but if its not answered by tommorow i'll look through it
Please donāt feel obligated to
If you do though show me how you researched
Cause Iām bad at reading documentation
idk python so yeah i cant help you with ur code but im pretty sure you can change the .txt to .py to get the colors when uploading
i cant really see what this is meant to be doing
i dont have much experience with python working with stuff like spreadsheets
basically the logic is: if response == purgelast then remove rows with missing last name information, but before doing that I want it to move that data to a new dataframe
print('What to adjust?')
print('Purge rows with missing data in the first name field and move them to a seperate dataset for repair (purgefirst)')
print('Purge rows with missing data in the last name field and move them to a seperate dataset for repair (purgelast)')
print('Purge rows with missing street number and move them to a seperate dataset for repair (purgenumber)')
print('Purge rows with missing street name and move them to a seperate dataset for repair (purgestreet)')
print('Purge rows with missing city information and move them to a seperate dataset for repair (purgecity)')
print('Purge rows with missing state information and move them to a seperate dataset for repair (purgestate)')
print('Purge rows with a missing zip code and move them to a seperate dataset for repair(purgezip)')
print('\n')
print('To run of the any above commands without moving them to a seperate dataset (fully deleting them) add "m" before the command.')
print('PLEASE NOTE: These changes are LOCAL and will not be saved unless you append the clean dataset to the database, or export. The dataset containing purged information cannot be appended but can be exported.')
print('To get more specific options such as modify a specific cell, go back to the menu after you imported the data by typing "back", and select adjust.')
choice = input('>>>')
if choice == 'purgelast':
df.dropna(subset=['OWNR_LAST1'], inplace=True)
print('Data purged.')
afterDataImported()
Hello
Can someone explain how to code door
Pls
Guys?
Oops
Whaat
Dude I aināt no scammer with
WTH
DUDE
CAN SOMEONE HELP ME
omg are you kidding me
Great Iām on my own
spoiler: he never found out how to make his door
rest in peace š
You have no idea how hard it is to explain UI scaling
The barebones basics (scale vs offset) are pretty simple, but things get wild real quick after that.
this isn't a scripting question
but you can probably find a solution on a yt video
or devforum
or the docs
ok so UI has two numbers for both x and y, scale and offset, scale is the percentage of your screensize, while offset is the number of pixels, so use scale when you do anything with position and size
also look up how to use the UI constraints
so that your UI looks the same on any screen
except sometimes it isn't
because ui is probably the most confusing thing out there
with so many exceptions it feels like learning english all over again
What do you mean sometimes it isnāt
ui scaling is
very very very very stupid
sometimes it works and sometimes it doesn't
it changes from device to device
it works if you do it right
ok so I have a question
I currently have a core temperature scriüt
and also one, that destroys the entire workspace and reloads it
and currently, when I relaod it, the temperature is the same as it has been before it reloaded
(not what I want)
but if I were to make the temp a number value
so that local temp = 500 is gonna change to local temp = game.workspace.temp
would that fox the issue?
You'd need to put the entire map into replicatedstorage and then clone it into the workspace
So after you destroy the map the new one is cloned in
I tried it out
works perfectly
however I have a small problem
as the script also respawns everyone
somehow the team only items brake
I tried to reset my character but it still didnt work
(I made them team only items, just by moving them in the team, so idk if that is the issue)
Or make a framework that regents stuff based off of remote events and modules
In addition properties being set back to how they were on load
eh
Based off of an export of all instance properties
nah dont use remote events for that
Well I mean like
remote events are just for client <> server activity
use bindable events
Yes I know
bindable events are for client > client or server > server
I just am used to saying remote events for any type of event
instead of the name
Since I have had to work with them more
I did mean bindable functions and events
I just need to fix this
wdym
aj
ah
wait 1 sec
@jagged lance
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local ServerStorage = game:GetService("ServerStorage")
for _, obj in workspace:GetChildren() do
if obj.ClassName ~= "Terrain" and not Players:GetPlayerFromCharacter(obj) then
obj:Destroy()
RunService.Stepped:Wait()
end
end
local new = ServerStorage.MapBackup:Clone()
for _, obj in new:GetChildren() do
obj.Parent = workspace
if obj:IsA("Model") then
obj:MakeJoints()
end
end
new:Destroy()
for _, player in Players:GetPlayers() do
player:LoadCharacter()
end
hey this sounds familiar
:)
:3
I forgor I had this script to do it
function teamFromColor(color)
for _,t in pairs(game:GetService("Teams"):GetChildren()) do
if t.TeamColor==color then return t end
end
return nil
end
function onSpawned(plr)
local tools = teamFromColor(plr.TeamColor):GetChildren()
for _,c in pairs(tools) do
c:Clone().Parent = plr.Backpack
end
end
function onChanged(prop,plr)
if prop=="Character" then
onSpawned(plr)
end
end
function onAdded(plr)
plr.Changed:connect(function(prop)
onChanged(prop,plr)
end)
end
game.Players.PlayerAdded:connect(onAdded)
and I see the problem I think
someone help
Not starting?
I think I know the problem
I'll be back in 20 mins
No, its that
currently on mobile
I have a script that reloads the entire map
But when that script is executed, the team only items stop workinh
Map reload script
Tool script
soo
ok uh
i think i see the problem
ima just rewrite the entire script
function teamFromColor(color)
for _,t in pairs(game:GetService("Teams"):GetChildren()) do
if t.TeamColor==color then return t end
end
return nil
end
game.Players.PlayerAdded:connect(function(plr)
plr.CharacterAdded:Connect(function()
local tools = teamFromColor(plr.TeamColor):GetChildren()
for _,c in pairs(tools) do
c:Clone().Parent = plr.Backpack
end
end)
end)```
@modern copper try this
doesnt work entirely
does it work in game
in studio test mode, playeradded and characteradded don't always like to work properly
No
Well
yeah so that's a bug with studio, the character loads in before the scripts can start the character listener
But even if
I mean, it says PlayerAdded
Abd that is
When someone joins
However
Due to the facility reload
This script will also reload
Maybe it would help if id move it to serverscriptservice
As I had it in Workspace the entire tome

Ok yeah that's probably the problem
Move it to serverscriptservice
ok so now that this is fixed, I kinda need smth to re activate my loading screen
wait nvm
clone it
or smn
for some reason the light just stays on
have you try debug it
my method is to put print into stuff
to see if that line works
I dont know about others but thats works for me when something doesnt work as intended
i cant fucking read hold on
so the problem is with your statements
it expects an exact value of 8.22 to finish, as well as 0. how would it be able to reach that number if it is only moving in steps of 0.1?
use either >= and <= to account for this
it will just continue forever since it will never hit 8.22
or could i use 0.11
for some reason i can't set the activation distance back to 0, how would i fix this?
Any Ideas why this doesnt work?
local player = game.Players.LocalPlayer
local PlayerName = player.Name
local KC = script.Parent
local random = Random(1274, 5930)
while true do
KC.Pname.SurfaceGui.TextLabel.Text = "Name:".. PlayerName
KC.Rank.SurfaceGui.TextLabel.Text = "Rank:".. player:GetRoleInGroup(6406715)
KC.Code.SurfaceGui.TextLabel.Text = "Security Code:".. random
end
(Admin = Keycard)
temp name
all of the textlabels have the same name
that should be a problem
as they have a different path
Rank.SurfaceGui.Textlaber
Pname.SurfaceGui.Textlabel
it at least wasnt a problem for the last months 
does it give an error
bo
no
however
I just made a part
surface gui
textalber
and a local script saying script.Parent.SurfaceGui.Textlabel.Text = "A"
and it didnt work
mb i skimmed right over that š
yeah this
i believe you can just make it a script and set runcontext to client but thatd be a temp fix
this should be done in startercharacter
but how do I get localplayer in a normal script
2nd line
ok uh, how do I do runcontext
ok I figured it our
also doesnt work
ok this also doesnt work
why are you while true do-ing this?
try uh
local KC = script.Parent
local player = game.Players:GetPlayerFromCharacter(KC.Parent)
local PlayerName = player.Name
local random = Random(1274, 5930)
KC.Pname.SurfaceGui.TextLabel.Text = "Name:".. PlayerName
KC.Rank.SurfaceGui.TextLabel.Text = "Rank:".. player:GetRoleInGroup(6406715)
KC.Code.SurfaceGui.TextLabel.Text = "Security Code:".. random
and make it a normal script
ok
but the normal script still is inside the tool?
^
i mean a serverside script not a client script
tostring(random)
and use math.random
Ok uh
Ill try that
But does that fix the text just vanishing?
Like all the texts
wdym vanish
where is this uh tool located
When I play, there just is no text on the kc
Except the name, but thats just the non edited name
Serverstorage
put it in the starterwhatever thing that puts tools into your backpack maybe
as a test
i have no idea how GetRoleInGroup works so i will just explain the security code
ranodm should be:
local rand = math.random(1274, 5930)```
and to print it you have to use
tostring(rand)```
since rand is a number value and not a string value
i dont think thats the problem tho
doesn't work for me so idfk
it should work regardless
It doesnt smh
^
They are in Code
Pname
And Rank
But u can only see code in that ss
your problem is that it gets stuck at random im pretty sure
Maybe
since it thinks it's a string because there is no math.random
Ok ok
did the random thing work
Ill try that once I can access my pc
Nothing worked
ok so the Random object is a thing
but i dont think thats how you use it
i think youd have to something like
random.new
idk
just use math.random
tried it
didnt work

Wait
it finally showed an error
@modern copper put
task.wait()
At line 1 and push everything down
If that works I swear to god
we love it when scripts run before the shit theyre referring to loads

No like he has a while true do but it doesnāt have a task.wait()
No tz
What
He changed it
Read up
wher
Just add task.wait() at the top
There is a chance it will fix it
Since it ironically worked for me
I feel like itās a bit of a hacky solution tho
physicists when you don't use 'task.' before a function
chat why dooes
roblox just deprecate normal wait
instead of
just fixing it
š§
It might break other games
pull the macos approach and say fuck the other games
They did that with streaming enabled and broke like 90% of games
so
lol
Yeah thatās why they deprecate instead of straight up remove
?
Yea, I saw that too, but I changed it dw
im gonna guess that theres no easy way to do this but like
is there an efficient way to get the current line the cursor is on in a textbox
(working on a text editor thingy and it'd be neat to have the selected line to have a different coloration)
there is a way to get mouse position
if that's what you're asking
Is StarterPlayer.CharacterUseJumpPower set to true?
(roblox) would anyone happen to know how to reverse a color correction effect
basically i just want a color that looks visually similar to another color when a color correction effect is applied
my original color is 82, 124, 174 (Steel blue)
and here is my colorcorrection
(itd be neat if someone could tell me the math behind colorcorrection so i could script it myself but a script would also be cool)
So i'm having a rather weird issue
I've been developing a software for my parent's company and my computer charger broke and my new one won't be here for 3 weeks, so I decided to install linux on my aunt's old laptop that had gotten corrupted (probably had a virus).
I'm using Linux Mint on both computers, and on the original one I was using it was working fine and now on this one I cannot get VSC to import tkinter. I have the line from tkinter import filedialog, and it gives this error: ModuleNotFoundError: No module named 'tkinter'. However when I go to VSC's terminal and run pip install tk I get the response Requirement already satisfied: tk in /var/data/python/lib/python3.11/site-packages (0.1.0). Not sure what's happening and some help would be greatly appericated. I remember I had a similar problem with getting VSC working on my other linux machine, but that was related to the interpreter, not imports.
Okay so it's possible the issue is my VSC is using the Python3 3.11.9 intepreter while the version installed on my computer is 3.12.3
So maybe I should try installing 3.11.9
nope that didn't fix it
ctrl+shift+p -> Select Interpreter
point it to your preferred python install
and for the love of all that is good, please look into using venvs (i use poetry when working on projects)
Python dependency management and packaging made easy
I got everything working
and yes I am using a venv
Donāt use python 
exactly
actually no nvm I'm not
anyway I come with more questions because my tiny brain cannot work out some logic
So I'm writing a program for my parent's company that assists with address data set cleaning. I have a menu and everything working already, that's not hard at all, but now I can't figure out something and I know it's probably extremely simple.
One of the options is to import data, and when you do you will select a spreadsheet file and then pandas will convert it into a dataframe (basically just a glorified list I think)
def importNewData():
print('\n')
print('----------------')
print('Import new Data')
print('Please select spreadsheet file.')
# This opens a file dialog that lets you choose the spreadsheet file
filename = filedialog.askopenfilename()
# Initialize data in spreadsheet as the dataframe currently being managed
global df
df = pd.read_excel(filename)
print(df)
print('\n')
print('Data imported.')
print('The dataset manager needs to know where to find data in the spreadsheet. Please type in the NAME of the column (ex: firstName) when prompted.')
print('Please make sure to type it in exactly as it is displayed above, otherwise the dataset manager may not work properly. It is case sensitive.')
print('\n')
# The datasets always come in different formats so we have to select the correct rows to KEEP. Other columns will be discarded, which I can't figure out how to do. I know how to remove the columns that ARE selected, cause I could just say df.dropna(subset=['nFirstColumn'], inplace=True), but I need to do that to the ones that are NOT selected.
nFirstColumn = input('First Names >>>')
nLastColumn = input('Last Names >>>')
sNumber = input('Street No >>>')
sName = input('Street Name >>>')
city = input('City >>>')
state = input('State >>>')
zip = input('Zip Code >>>')
What
I can rename it too anything but a word "Remove" it doesnt recognize it
do you guys think its a bug or what
remove is deprecated function of instances
so when you do instance.Remove
it thinks you are calling that function
so just change the name of the remove text label i guess
k
try ['Remove'].Mouse...
This guy gets it
Nix makes Python a bit easier to manage tho imo
(server script)
local event = game.ReplicatedStorage:WaitForChild("CheckGroup")
event.OnServerEvent:Connect(function(plr, gid, team)
if plr:IsInGroup(gid) then
plr.TeamColor = team
plr:LoadCharacter()
event:FireClient(plr, true)
else
event:FireClient(plr, false)
end
end)```
(local script)
```lua
local gid = 15171650
local team = BrickColor.new("Storm blue")
local event = game.ReplicatedStorage:WaitForChild("CheckGroup")
local plr = game.Players.LocalPlayer
script.Parent.MouseButton1Down:Connect(function()
event:FireServer(plr, gid, team)
end)
event.OnClientEvent:Connect(function(isInGroup)
if not isInGroup then
script.Parent.Deny.ImageTransparency = 0.5
wait(0.1)
script.Parent.Deny.ImageTransparency = 1
wait(0.1)
script.Parent.Deny.ImageTransparency = 0.5
wait(0.1)
script.Parent.Deny.ImageTransparency = 1
wait(0.1)
end
end)```
so i get an 'unable to cast instance to int64' error and earlier it teamed the user to neutral
where does it error
you are passing plr to event:FireServer, you do not need to do this
get rid of it and it'll work fine
line 4
i did that now the problem is it's not changing team
do you have a team with a "Storm blue" colour
and does your character at least respawn
har har i see a vulnerability
lol!
Freddy fazbear
yeah the gid needs to be on the server not client
local NewPart = Instance.new("MeshPart")
while true do
wait(10)
NewPart.Parent = game.workspace
NewPart.MeshId = "rbxassetid://16121800660"
NewPart.TextureID = "rbxassetid://16121800738"
end
shit is not working
You can't change the MeshId property of MeshParts in runtime. You'll need to store and clone a copy of the mesh in ServerStorage or divert to using a SpecialMesh (collision wouldn't be the same tho).
it's a list of buttons
so i can't put it on the server
i mean i can but it'll just be really inefficient
couldn't you just have it as a varible in the server script?
yeah it'd just be inefficient
cause
for example
gid = 2352384673
gid1 = 34582463
gid2 = 4328623496234
how many diffrent groups are there?
also i think i can see an error
so
it needs to be if not isInGroup == true
thats checking if the value is nil or not
the value is a bool value
its true or false
stupi
ah
i can code an admin system but not this š
Bro
When player chat if they say ban ban everyone
ok so I have this script, what counts ur time.
local DataStoreService = game:GetService("DataStoreService")
local myDataStore = DataStoreService:GetDataStore("myDataStore")
game.Players.PlayerAdded:Connect(function(player)
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
leaderstats.Parent = player
local Time = Instance.new("IntValue")
Time.Name = "Time"
Time.Parent = leaderstats
local playerUserId = "Player"..player.UserId
local data
local success, errormessage = pcall(function()
data = myDataStore:GetAsync(playerUserId)
end)
if success then
Time.Value = data
end
while wait(60) do
player.leaderstats.Time.Value = player.leaderstats.Time.Value + 1
end
end)
game.Players.PlayerRemoving:Connect(function(player)
local playerUserId = "Player"..player.UserId
local data = player.leaderstats.Time.Value
myDataStore:SetAsync(playerUserId, data)
end)
and I tried to make a time requirement for my team changer
local team = game.Teams["mall cop"]
script.Parent.MouseButton1Click:Connect(function(player)
if player.leaderstats.Time.Value < 3 then
script.Parent.Text = "Not Enough Time!"
wait(2)
script.Parent.Text = ":police_car: mall cop"
else
if team:FindFirstChild("TeamCap") then
if team:FindFirstChild("TeamCap").Value > #team:GetPlayers() then
script.Parent.Parent.Parent.Parent.Parent.TeamColor = BrickColor.new("Really red")
script.Parent.Parent.Parent.Parent.Parent.Character.Humanoid.Health = 0
else
script.Parent.Text = "Team Full"
wait(2)
script.Parent.Text = ":police_car: mall cop"
end
end
end
end)
but it always gives this error
hi i look at this in a sec
ok
š
leaderstats is on the player
not the model
you need to do
local plr = game.Players:GetPlayerFromCharacter(player)
also to replace your teamchange thingy
you can use an event
for example
if team:FindFirstChild("TeamCap").Value > #team:GetPlayers() then
event:FireServer(plr,BrickColor.new("Really red"))
else```
server script
event.FireClient:Connect(plr,color) -- (or server i forgor)
plr.Team = color
end)```
something like that
idk i forgor
I wonder, is there any animatable alternatives
What I encounter a decision or finding something convenient to use is animating something on unanchored-welded model
Pick an example of a train in roblox, as of right now I use constraint to animate stuff like doors which I always need to avoid anchoring a door
I used to use animation but its unecessary complex and animation doesnt work when unanchored
while tweening and cframe doesnt work properly when unanchored since I need to define rotation and position
Therefore, I wonder is there any alternative of for example sliding door or moving doors on train or perhaps unanchored model than using constraints
Just gonna revive this thread so people remember it exists
Let it die
Shush
this thread has really no point when #975913402453086228 exists
this is literally #975913402453086228 but more specific
technology in my opinion
is more for stuff like servers and pcs and whatnot
or cellphones even
not like coding
clearly you havent checked the channel
-- variabes
local GUI = game.StarterGui
local Frame = GUI.ScreenGui.Frame
local display = Frame.Display
local one = Frame.One
local two = Frame.Two
local three = Frame.Three
local four = Frame.Four
local five = Frame.Five
local six = Frame.Six
local seven = Frame.Seven
local eight = Frame.Eight
local nine = Frame.Nine
local zero = Frame.Zero
-- script
one.MouseButton1Click:Connect(function()
display.Text = display.Text .. "1"
end)
idk why but this doesnt work
fixed it
I donāt see a reason to declare local variables, and thatās probably the issue
At least in python, if you declare a local variable it only works in the function you declared it in, so if thatās the same in LUAU then declaring a local outside of the function itās being used in shouldnāt work
locals work even if outside of a function
ima be honest in my tiny trying stuff out with luau i never declared a variable not global
I have like, once
it is best practice to declare variables as local
why what problems happen if its not local
Scripts run slower with global variables and logic problems can happen with certain setups. Using local variables is overall just better.
Here's an example of a problem caused by global behavior:
for i,v in pairs(Doors:GetChildren()) do
deb = false --// GLOBAL
v.ClickDetector.MouseClick:Connect(function()
if deb then return end
deb = true
--// Door stuff here
deb = false
end)
end
deb being global makes the debounce activation affect every door. If it was local, then the variable would stay to just a single door like it should. It's all about scope.
if you are referring to _G
please don't over use it
š
its not a good practice
alr
Only use _G if you're a masochist, but even then don't use it 'cause it's a fucking mistake and it's not that hard to just use a ModuleScript.
iirc _G is extremely vulnerable too
it is a global table in roblox games that is shared across all scripts
u can do like _G.blahblah = 5 and stuff
even locals?

now you'll only be able to sell plugins for usd