I am working to make it so when you die your screen displays a message. For some reason it only displays the message once but still does the blur and red effects every time.
local replicatedStorage = game:GetService("ReplicatedStorage")
local event = replicatedStorage:WaitForChild("UI").DeathBroadcastUI
local lighting = game:WaitForChild("Lighting")
local blur = lighting:WaitForChild("DeathMessageBlur")
local redColor = lighting:WaitForChild("DeathMessageRed")
local player = game.Players.LocalPlayer
local playerGui = player:WaitForChild("PlayerGui")
local screengui = playerGui:WaitForChild("DeathMessage")
local text = playerGui:WaitForChild("DeathMessage").DeathText
local ring = game:WaitForChild("SoundService").DeathRing
local messages = {
"Pro tip: Don’t fall",
"Don’t blame ur wi-Fi it’s just you bro🥀💔",
"Go outside and get a j*b",
"dw I believe in you",
"Tip: The harder you slap the farther they fling",
"Dont quit now soldier"
}
event.OnClientEvent:Connect(function()
print("DeathBroadcast event received")
screengui.Enabled = true
blur.Enabled = true
redColor.Enabled = true
local msgText = messages[math.random(1, #messages)]
local message = msgText
print("Showing message:", message)
text.Text = message
ring:Play()
task.wait(3)
screengui.Enabled = false
blur.Enabled = false
redColor.Enabled = false
text.Text = "label"
end)
I added a print statement in and it correctly shows what the random message would have been. The ring sfx plays and everything resets. Its just not displaying the text for a second time