I am trying to make a part duplicate then delete the duplication script with the new part without deleting the script in the old part, this is in Roblox studio.
This is my code
local block = script.Parent
while true do
local xrange = math.random(-250,250)
local zrange = math.random(-250,250)
local item = block:Clone()
item.Parent = game.Workspace
item.Position = Vector3.new(xrange,.5,zrange)
item["Block Script"]:Destroy()
game.ReplicatedStorage.ItemCount.Value = game.ReplicatedStorage.ItemCount.Value + 1
wait(1)
end
The problem is that it runs as if it is supposed to duplicate 3 times for every loop and rather than creating 1 new part each second, it creates 3 parts. The main issue is that sometimes 1 of the 3 new parts won't have the other script that I have inside the parts, making the part a useless part that causes problems.
Does anyone see a problem?
You can also comment if you want more clarification.
If this is just an error or cannot be solved through the information given, I can probably work around but please comment if you need my clarification
Its duplicating 3 times because you are destroying the script last.. what you should try doing is:
1- creating a new folder on workspace ( going to call it "blocks" for example )
2- making the block and script of the block as the children of the "blocks" folder
3- and placing this code on the script:
local block = game.workspace."**blocks**".(Your part name)
while true do
local xrange = math.random(-250,250)
local zrange = math.random(-250,250)
local item = block:Clone()
item.Parent = game.Workspace
item.Position = Vector3.new(xrange,.5,zrange)
game.ReplicatedStorage.ItemCount.Value = game.ReplicatedStorage.ItemCount.Value + 1
wait(1)
end
If this does not work you can reply to this comment.
Related
So I have been coding a nextbot in Gmod for a while now and have found a bug that causes Gmod to crash every time the function is run. here is the function:
function ENT:RecomputeTargetPath(path_target)
if self.testmode then
PrintMessage(HUD_PRINTTALK, 'recomputing target path')
end
self.path = Path("Chase")
if (CurTime() - self.LastPathingInfraction < 5) then
return
end
local targetPos = path_target:GetPos()
-- Run toward the position below the ENTity we're targetting, since we can't fly.
trace.start = targetPos
trace.filter = self:GetEnemy()
local tr = util.TraceEntity(trace, self:GetEnemy())
-- Of course, we sure that there IS a "below the target."
if (tr.Hit and util.IsInWorld(tr.HitPos)) then
targetPos = tr.HitPos
end
local rTime = SysTime()
self.path:Compute(self, targetPos)
if (SysTime() - rTime > 0.005) then
self.LastPathingInfraction = CurTime()
end
end
When this function is run, it recomputes the target path for the nextbot to make it move differently.
It's used in the context of an if that looks like this or something very close:
if (CurTime() - self.LastPathRecompute > 0.1) then
self.LastPathRecompute = CurTime()
self:RecomputeTargetPath(self:GetEnemy():GetPos())
end
As far as I know, all variables in the if are called before each.
As far as I know, all variables in the if are called before each.
I tried recalling them but that didn't work at all... I don't know what is happening.
Also, side note, the function gets called multiple times per second based on the player's movement.
I've also added debug prints to every line of the code to see where the issue was and the bug fixed itself when I added them but when I removed them the bug came back...
Any help?
local garbage = game.Teams["Glizzy Garbage"]
local player = game.Players.LocalPlayer
if player.leaderstats.Pounds.Value <= 1000 then --this is the line that the output is detecting the error
player.Team = garbage
end
I am trying to make it where when the player reaches a certain amount of 'pounds' then they will automatically receive a roll. I've searched through many youtube videos and haven't found a fix or an alternative way to do this, and I'm not sure why this isn't working. This script is located in the workspace. All help is appreciated.
The LocalPlayer object is only exposed in LocalScripts. Because you're using a Script in the Workspace, you'll have to access the player object another way. It's also a good idea to handle this kind of logic inside a function that is fired any time the Pounds value changes.
Try using the game.Players.PlayerAdded signal :
local garbage = game.Teams["Glizzy Garbage"]
game.Players.PlayerAdded:Connect(function(player)
local Pounds = player.leaderstats.Pounds
Pounds.Changed:Connect(function(value)
if value <= 1000 then
player.Team = garbage
end
end)
end)
Mine is just
local plrStage = plr.leaderstats.Stage.Value
try instead of putting team name put team colour
also use
player.Team.Service = garbage
end)
I want to make a sort of Lobby system in Roblox Studio where if you have 4 people on a part you get sent to another place. I tried to set up a system for it, but it didn't work; can you help me through this?
I've tried making it so it says .Value at the end.
local TeleportService = game:GetService("TeleportService")
player_amount = script.Parent.Parent.Parent.Player_Count
local placeID_1 = 4119652438
local function onPartTouch(otherPart)
local player = game.Players:GetPlayerFromCharacter(otherPart.Parent)
if player then
player_amount.Value = player_amount.Value + 1
end
if player_amount == 4 then
TeleportService:Teleport(placeID_1, player)
end
end
script.Parent.Touched:Connect(onPartTouch)
I expected the output to be 0 then if one person steps on it, it would update the sign to say 1. But it only stays at 0.
This is not a viable solution as .Touched fires every frame the player touches a part, and only when they move. I suggest creating a hitbox, as I have done here
I'm pretty new to ROBLOX development and don't really know how to make the objects talk just yet.
I have 16 cells all with an individual open and close button. Those work. I want to create a button that will open all doors at once.
function onClicked()
script.Parent.Parent.Door.Transparency = 1
script.Parent.Parent.Door.CanCollide= false
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
The above function is on each cell and works. I would like to loop through each one and fire it when I click a different button. I've been looking into getting each object with the same names but haven't been able to iterate through it.
The below code is my attempt to get it to fire off each one!
local part = workspace.OpenButton
local clickDetector = Instance.new("ClickDetector")
local function onMouseClick(player)
for _, child in pairs(workspace.PrisonCell:GetChildren()) do
print(child)
child:connect(child.Door.onClicked)
end
end
clickDetector.Parent = part
part.Parent = workspace
clickDetector.MouseClick:connect(onMouseClick)
Any help with this would be greatly appreciated!
You could do something similar to this to open all of the prison doors at once:
local part = workspace.OpenButton
local clickDetector = Instance.new("ClickDetector")
local function onMouseClick(player)
for _, child in pairs(workspace.PrisonCell:GetChildren()) do
child.Door.Transparency = 1
child.Door.CanCollide = false
end
end
clickDetector.Parent = part
part.Parent = workspace
clickDetector.MouseClick:connect(onMouseClick)
The downside to using the solution above is that if you want to change the door opening script, you would have to change it in both the individual cell buttons as well as this master button script. If you think this might be a problem in the future, I would consider writing a master script somewhere in ServerScriptService that uses BindableEvents for communcation with the button clicking scripts in order to keep the door opening function in one place.
I've added multiple different NumberValues and BoolValues, yet when i try to change the values with something like this for example:
local i = 1
for i == 1
game.Workspace.Time.Value = 0
wait(120)
game.Workspace.Time.Value + 0.5
end
and the NumberValue in the workspace won't change
Random side note: game.Workspace is deprecated, use 'workspace' instead.
Also, the syntax behind it is all wrong, which is an honest mistake. It should look like this:
-- Assuming "Time" is a 'NumberValue' under workspace
-- Assuming this script is in workspace
local i = 1
while (i == 1) do
local time = workspace:FindFirstChild("Time") -- Usage of the 'FindFirstChild' method
time.Value = time.Value + 0.5
wait(120)
end
However, this itself is bad practice because this will yield whatever thread you're running this in, and for this I suggest coroutines!
local function addTime()
local varContainer = workspace:GetFirstChild("Time")
repeat
varContainer.Value = varContainer.Value + 0.5
wait(120)
until false
end
local newThread = coroutine.create(addTime) -- Create the new coroutine
coroutine.resume(newThread) -- Run it forever in another running thread