Roblox: how to place a player in a specific position - lua

I'm a newbie developer of roblox.
I'm trying to place a player in a specific position on first load in this way:
In StarterPlayer > StarterPlayerScripts I added a LocalScript with the following code:
local cf = CFrame.new(500, 5, 50)
local Char = game.Players.LocalPlayer
Char.HumanoidRootPart.CFrame = cf
When I click play, nothing happen onload.
What I'm doing wrong?

#ItsJustFunboy is half correct, you do need to use the Model:MoveTo function, but you might have some other issues as well : timing and LocalScripts.
Timing-wise, you have this code in StarterPlayerScripts. These LocalScripts execute when the Player joins the game, not when their character model appears. So it's possible that their character doesn't even exist at the time you're telling it to move. If you want to guarantee that the character model exists at the time you run this code, it needs to be in StarterCharacterScripts.
As for the problem with LocalScripts, they make changes to the world only on your client. Meaning that if you move your character in a LocalScript, then all the other players will still see your character model where it was, not where you moved it. So unless this is intentional, if you want everyone to see this change, you need to move the character model in a server-side Script.
So in a Script in the Workspace or in ServerScriptService, try this :
-- wait for a player to join the game
game.Players.PlayerAdded:Connect(function(player)
-- wait for their character to load into the game
player.CharacterAdded:Connect(function(character)
-- yield the thread for but a moment so that the character can finish loading
wait()
-- move their character
local targetPosition = Vector3.new(500, 5, 50)
character:MoveTo(targetPosition)
end)
end)

use the MoveTo() function:
local plr = game.Players.LocalPlayer
plr.Character:MoveTo(CFrame.new(500, 5, 50))

Related

Check if object is anchored(Roblox Lua)

I was working on my game, but I came across a roadblock. I wanted to use an if statement to detect if an object was anchored, and if it is, then the player teleports. I have tried to get this to work for hours with no luck. Any advice?
You can check if the part's anchored property is true and then teleport the player by setting their HumanoidRootPart to the part. To do this, you could do the following:
local part = workspace.Part
local plr = game.Players.LocalPlayer or game.Players.LocalPlayer:CharacterAdded:Wait()
-- wait for character to fully load in
if part.Anchored then
plr.Character.HumanoidRootPart.Position = part.Position -- teleport the player to the part
end

In Roblox I want to create.If the player has a Tool in backpack and touches brick.Give Player 2000 cash

In Roblox I want to create.If the player has a Tool in backpack and touches brick.Give Player 2000
cash,and tool dispears.I already have made a leaderboard for the cash,and already have my tool in server storoge.
First off, you can start by using a .Touched event which fires every time an object is touched. A .Touched event can carry one parameter; the object that touched it. For example, if a player (R15) stepped on a block on the floor, the object that hit the part might be Left Foot. Here is what the skeleton of a .Touched function looks like:
<Part>.Touched:Connect(function(hit)
print(hit.Name) --As per the example above, this would print "Left Foot"
end)
Since any object can touch the part, but not every one has a Backpack, you'll want to first check if the object that hit your part is from an actual player. You can do this by looking for a Humanoid, which would be a sibling of the part that touched. You can do this by adding:
<Part>.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild("Humanoid") then
print(hit.Name) --As per the example above, this would print "Left Foot"
end
end)
Now that we have verified that a player was what touched our part, we can use the function of game.Players called GetPlayerFromCharacter(). A Character is just your player in game.workspace, so by calling this function, it gets your player in game.Players from your character. This is similar to game.Players:FindFirstChild(<Player>.Name). Either one work, but I will be using the first one for this example. Added to your code, here is what it should now look like:
<Part>.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild("Humanoid") then
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
end
end)
As you may know, Backpack is a direct child of the player in game.Players, so we can use player.Backpack to find our Backpack. Now we can do the same thing that we did to check for a humanoid, to check for our tool:
<Part>.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild("Humanoid") then
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
local Backpack = player.Backpack
if Backpack:FindFirstChild("<Tool Name>") then
player.leaderstats.<Money>.Value += 2000 --Gives them 2000 cash
end
end
end)
If you cloned the tool into the player's Backpack previously, you can do Backpack.<Tool Name>:Destroy() to get rid of it/make it dissapear.

Fixing my color touch script for my roblox puzzle game

So I have a roblox puzzle game that I have been working on for a while now on based on the arcade classic Q bert where the goal is to change all the colours of the bricks while avoiding enemies and getting a high score but I will be adding some features of my own so it does not get as repetitive such as additional tasks like collecting keys on platforms to unlock the door to the next level and secrets like a diamond that rarely appears once every 10 rounds and collecting one gives the player an extra dude and 10 million points.
This is how the game looks so far https://streamable.com/na46cu
The issue I am having as you can see is that the colours do in fact change but when I jump on it again it changes back to the first colour it changes to which in this case is green but I want it to stay on the first colour and make it so that it does not change until the player jumps on the brick again and later on in the game I want it to become more complex and puzzle like as the game goes on like in this example [https://www.youtube.com/watch?v=9eXJWiNXpOo][2] .
I have tried a few things like adding timers ,debounces and even separate scripts alltogether none of which have worked out for me so far and I of course went out looking for a question from somebody else that had a similar problem but so far I have been struggling to find anybody else that has the same problem.
local module = {} --module for the modulescript and for loop is created
local CollectionService = game:GetService("CollectionService")
for _, part,brick in pairs (CollectionService:GetTagged("blocks"))
do
part.Touched:Connect(function(hit) --Part connects with the touched property to the function with the parameter hit
if (hit.Parent:FindFirstChild("Humanoid"))
then
part.BrickColor = BrickColor.new ("Bright green")
wait (2)
part.BrickColor = BrickColor.new ("Eggplant")
-- local sound = workspace.Sound -- use "local sound = workspace.Sound", if there is already a sound object in the workspace
--sound.SoundId = "rbxassetid://4797903038" --replace quoted text with whatever sound id you need to use
--sound:Play()
end
end)
end
-- end)
--end
return module
I am not the best programmer but I do know the basics of programming and I have tried out various programming languages like Python and c++ all of which are not all that hard to understand once you know the basics of it all but finding out the solution to the problem is the really tricky part and so is bug fixing and troubleshooting.
I do know I could try a simple debounce system but that still does not solve the problem and it only makes it so the code only runs once and slows it down.
I have been asking all over the place for a solution to this problem but I never got an answer to it so I am trying on good old Stackoverflow for once to see if this will be the place where I get the help I need.
this should work, try it
local module = {} --module for the modulescript and for loop is created
local CollectionService = game:GetService("CollectionService")
local DidParts = {} -- Initializing another table to check if the part is already in it
for _, part,brick in pairs(CollectionService:GetTagged("blocks")) do
part.Touched:Connect(function(hit) --Part connects with the touched property to the function with the parameter hit
if hit.Parent:FindFirstChild("Humanoid") then
if table.find(DidParts,part) then
return -- checking if the part isnt in the table if it is then return
end
part.BrickColor = BrickColor.new("Bright green")
wait(2)
part.BrickColor = BrickColor.new("Eggplant")
table.insert(DidParts,part) -- when all the code has finished insert it in the table
-- local sound = workspace.Sound -- use "local sound = workspace.Sound", if there is already a sound object in the workspace
--sound.SoundId = "rbxassetid://4797903038" --replace quoted text with whatever sound id you need to use
--sound:Play()
end
end)
end
-- end)
--end
return module

Tower-Defense Enemy AI movement roblox

can someone help me on how show i move the NPCs through a path, like in the tds game?. I have tried this
local function move()
-- source is an array with all the positions it has to go to
for i=1,#source,1 do
-- This is in case the MoveTo takes more than 8 seconds
local itreached = false
while itreached == false do
npc.Humanoid:MoveTo(source[i].Position)
wait()
npc.Humanoid.MoveToFinished:Connect(function()
itreached = true
end)
end
end
end
and it works to an extend , that when i approach the npc it somehow falls and lags , otherwise if i just run it without a player it works just fine. Are there other techniques, like lerp or tween? I tried using lerp, but i couldn't move the whole model.
video showing the problem
You are running into an issue with network ownership. The Roblox engine decides who is responsible for calculating the positions of objects based on some calculation around who is closest to the object and who has a strong enough machine to do the calculation. For example, desktop computers and laptops tend to have a wider sphere of influence than mobile devices. Anyways, when you walk close it the NPCs, there is a handoff of ownership, and that is causing the NPCs to fall over. So to fix it, you need to call SetNetworkOwner(nil) on the NPC's PrimaryPart so that the part is owned by the server.
npc.PrimaryPart:SetNetworkOwner(nil)
Also, if you want to clean up your code, you can make it entirely driven by events. Once you tell it to start moving, it will select the next target once it arrives.
local targetPos = 1
local function move()
npc.Humanoid:MoveTo(source[targetPos].Position)
end
-- listen for when the NPC arrives at a position
npc.Humanoid.MoveToFinished:Connect(function(didArrive)
-- check that the NPC was able to arrive at their target location
if not didArrive then
local errMsg = string.format("%s could not arrive at the target location : (%s, %s, %s)", npc.Name, tostring(targetPos.X), tostring(targetPos.Y), tostring(targetPos.Z))
error(errMsg)
-- do something to handle this bad case! Delete the npc?
return
end
-- select the next target
targetPos = targetPos + 1
-- check if there are any more targets to move to
if targetPos <= #source then
move()
else
print("Done moving!")
end
end)

Roblox Anti-Exploit WalkSpeed Script

I am making a game that has different walkspeeds in different sections, but I don't want people to change their own walkspeed with hacks. My solution was to make a part and stretch it to fit the entire area and make it invisible + CanCollide disabled, and then use the child script to kill you if your walkspeed isn't what it should be:
script.Parent.Touched:connect(function(WSChecker)
if not WSChecker.Parent then return end
local humanoid = WSChecker.Parent:FindFirstChild("Humanoid")
if not humanoid then return end
if (humanoid.WalkSpeed ~= 25) then
humanoid.Health = 0
end
end)
Problem is that it does not work with multiple players in the part at one time, and I want to make it so it will kick the player instead of killing them. Is there a way to go about these problems? It has to check their ws only within the part, and I don't know how to make it kick whoever changed their ws instead of killing them.
I would suggest hooking up your function to each player's Humanoid instead, and use the Humanoid.Running event.
Humanoid.Running provides you the speed they're currently running at, which means you can check if that speed is ever above a certain threshold, and punish them if it is.
Code example:
player.Character.Humanoid.Running:Connect(function(Speed)
print(Player, "is running at speed", Speed)
end)
As for kicking, you want to use player:Kick().
if (humanoid.WalkSpeed ~= 25) then
game.Players.LocalPlayer:Kick()
end
that should do the trick...
I think I can help. The solution that worked for me is:
local player = game.Players.LocalPlayer --Make sure it's a local script.
local char = player.Character
local hum = char:WaitForChild("Humanoid")
local hum2 = char.Humanoid
script.Parent = game.StarterPlayer.StarterPlayerScripts
if hum.WalkSpeed >16 then
player:Kick('You have been kicked for possible speed hacks.')
end
if hum2.WalkSpeed >16 then
player:Kick('You have been kicked for possible speed hacks.')
end
if (humanoid.WalkSpeed ~= 25) then
game.localplayer.remove:fire
end
end)
Hopefully, this is a better solution.
You can ofcourse do the above but as an addition to what everyone above said, checking if the walkspeed value is at the desired value is easily bypassable.
Exploiters will get the raw metatable of the game and hook __index to return a normal value for WalkSpeed. Metatables cant be detected either as most modern exploits use C closures instead of Lua. Your best chance is to see how fast the character is moving and teleport them back if player is moving too fast (like a passive anticheat).

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