local zones = require(game.ReplicatedStorage.Packages.Zone)
local folder = workspace:WaitForChild("Zones")
local auras = zones.new(folder:WaitForChild("AuraZone"))
local plrGui = game.Players.LocalPlayer.PlayerGui
local aurasGui = plrGui:WaitForChild("Auras").Frame
local tweenService = game:GetService("TweenService")
local localPlayer = game.Players.LocalPlayer
local function tweenAura(frame, bool)
local size
if bool == true then
size = UDim2.new(0.519, 0,0.519, 0)
frame.Size = UDim2.new(0,0,0,0)
else
size = UDim2.new(0,0,0,0)
end
local tween = tweenService:Create(frame, TweenInfo.new(0.25), {Size = size})
tween:Play()
if not bool then
tween.Completed:Once(function()
frame.Visible = false
frame.Parent.Enabled = false
end)
end
end
auras.playerEntered:Connect(function(player)
if player ~= localPlayer then return end
aurasGui.Visible = true
tweenAura(aurasGui,true)
end)
auras.playerExited:Connect(function(player)
if player ~= localPlayer then return end
tweenAura(aurasGui,false)
end)
localPlayer.CharacterAdded:Connect(function(char)
aurasGui.Visible = false
aurasGui.Parent.Enabled = false
end)```
#Gui not appearing in zone after reset. (uses zoneplus module)
1 messages · Page 1 of 1 (latest)
if your not going to help then dont comment
discord users cannot be funny even if their life was on the line
ur a discord user
I dont get it why you declare player gui before player
I wrote that before i wrote player
never fixed it
doesnt hurt the functionality so why would I
What does output show
nothing
no error
and for some odd reason when another player dies
the gui is able to be activated again
I might just switch from zoneplus to just using a proximity prompt even though it would be 10x worse
not to be downright disrespectful but you're kinda dense
zoneplus isn't going to magically solve shit and you don't have to use proximity prompts
the same feature as "zone plus" is literally just a simple ass touched event on a shaped part
Touched is kinda ass for detecting if a player is in a area dont you think?
unless im using it wrong
it's only ass if you're expecting it to be precisely on-time
cuz roblox physics is garbage
cosmic
otherwise it's gonna save more resources than anything else
Moving around in a area with a touched event fires it multiple times and if you looked at my script you would see how that would be a problem
Idk where to start bro
Soo much things i wanna say
disable "ResetOnSpawn" property on the screengui
so disconnect it until touchended
One of the first things i did
Damn
I knew taking a 2 month break would be horrible
forgot you could do that
Im gonna replace it with a prompt near the shop. Is my code really that bad 😭
Btw
** You are now Level 4! **
i mean tbf it's sorta unusual logic
You disable the gui when player joins
basically an overengineered helper function
And never enable it again
true
was the issue just me forgetting to re enable the screengui
@quiet patrol
Try it
thank you
Worked?
yeah
nothing gamebreaking tho
right
no
when they die
for some reason it started working again
i switched to local zones
since i had no idea they existed
but now i do
ngl your right
cant even award stats if a player is in a zone
too exploitable
that's because you manage it bad