#SetCoreGuiEnabled is not a valid member of PlayerGui "Players.Player1.PlayerGui"

17 messages · Page 1 of 1 (latest)

midnight beacon
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Yo, long time no help

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It should be:

game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false)
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Sure you can, not to change GUIs for players, but you can use StarerGui to turn on and off Core GUIs

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The script? or what

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If you are talking about the script location, then it can be everywher a local script works

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Show the code

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Instead of having a script that is moved around and enabled/disabled, create a system

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function turnBackpack(bool)
  game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, bool)
end

turnBackpack(false) --as default maybe

--using remote event or any kind of event turn on backpack
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Maybe not

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Explain what you are trying to do

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And you want to keep moving that script to another tool or what?

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So you are doing a handcuff system, right? Why dont you add a boolean value for each player to be true when handcuffed and false when not
Then you are just gonna use changed on that boolean to chance backpack on or off

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Having a script to be moved (/cloned) and to be enabled/disabled is not the best idea

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Could you send this script?

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one local, one server and one remote event for targetchar

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Local script:

local remote = script.Parent:WaitForChild("RemoteEvent")
local tool = script.Parent
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()

local boolValue = PLAYER_BOOL_VALUE

tool.Activated:Connect(function()
    local target = mouse.Target
    if target == nil then return end
    
    local player = game:GetService("Players"):FindFirstChild(target.Parent.Name)
    if not player then return end
    
    local targetChar = player.Character
    
    local distance = (tool.Parent.HumanoidRootPart.Position - targetChar.HumanoidRootPart.Position).Magnitude
    if distance > 8 then return print("Sei troppo lontano!") end
    
    remote:FireServer(targetChar)
end)

function turnBackpack()
  game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, boolValue.Value)
end

boolValue.Changed:Connect(turnBackpack)

Server Side:
Here you would need to run OnServerEvent and do all the checking, handcuff the player, change target player boolvalue to true if cuffed and false if not

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Hm... I dont think so