#Help

1 messages · Page 1 of 1 (latest)

supple gazelle
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what

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o

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well

pure harness
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Collision groups

supple gazelle
pure harness
steady oasis
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what on gods green earth does that mean?

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I thought I knew English, but apparently no I no kno speaker englani yes but think no to yes so change but now opposite

vague citrus
austere thicket
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local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local player = Players.LocalPlayer
local NotificationEvent = ReplicatedStorage.Remotes.Events:WaitForChild("Notification")

local Bases = workspace:WaitForChild("Bases")

local selectedSlot = nil
local selectedThing = nil
local selectedBase = nil

-- Función para configurar click en un slot
local function setupSlotClick(slot, base)
local part = slot:FindFirstChild("Spawn") -- usamos el Spawn como punto de click
if not part then return end

local clickDetector = part:FindFirstChild("ClickDetector")
if not clickDetector then
    clickDetector = Instance.new("ClickDetector")
    clickDetector.Parent = part
end

clickDetector.MouseClick:Connect(function()
    local slotConfig = slot:FindFirstChild("Configuration")
    if not slotConfig then return end

    local thing = slotConfig:FindFirstChild("Thing") and slotConfig.Thing.Value

    if selectedThing then
        -- Ya tenemos un Thing seleccionado, intentar mover
        if slotConfig.Occupied.Value then
            NotificationEvent:FireClient(player, "El slot no está libre.", false)
            return
        end

        -- Mover el Thing
        selectedThing:SetPrimaryPartCFrame(slot.Spawn.CFrame)

        -- Actualizar configuración
        selectedSlot.Configuration.Occupied.Value = false
        selectedSlot.Configuration.Thing.Value = nil

        slotConfig.Occupied.Value = true
        slotConfig.Thing.Value = selectedThing

        NotificationEvent:FireClient(player, "Thing movida correctamente.", true)

        -- Reset
        selectedSlot = nil
        selectedThing = nil
        selectedBase = nil
    else
        -- Seleccionar el slot si tiene algo
        if not slotConfig.Occupied.Value or not thing then
            NotificationEvent:FireClient(player,
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"El slot no está libre.", false)
return
end

        -- Mover el Thing
        selectedThing:SetPrimaryPartCFrame(slot.Spawn.CFrame)

        -- Actualizar configuración
        selectedSlot.Configuration.Occupied.Value = false
        selectedSlot.Configuration.Thing.Value = nil

        slotConfig.Occupied.Value = true
        slotConfig.Thing.Value = selectedThing

        NotificationEvent:FireClient(player, "Thing movida correctamente.", true)

        -- Reset
        selectedSlot = nil
        selectedThing = nil
        selectedBase = nil
    else
        -- Seleccionar el slot si tiene algo
        if not slotConfig.Occupied.Value or not thing then
            NotificationEvent:FireClient(player, "Este slot está vacío.", false)
            return
        end

        selectedSlot = slot
        selectedThing = thing
        selectedBase = base
        NotificationEvent:FireClient(player, "Slot seleccionado para mover. Haz click en un slot vacío.", true)
    end
end)

end

-- Configurar todos los slots de todas las bases
for _, base in ipairs(Bases:GetChildren()) do
for _, slot in ipairs(base.Slots:GetChildren()) do
setupSlotClick(slot, base)
end
end

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help plz

vague citrus