-- This is some of the code made by Roblox themselves:
-- Setup table that we will return to scripts that require the ModuleScript.
local PlayerStatManager = {}
-- Table to hold all of the player information for the current session.
local sessionData = {}
-- Function the other scripts in our game can call to change a player's stats. This
-- function is stored in the returned table so external scripts can use it.
function PlayerStatManager:ChangeStat(player, statName, changeValue)
sessionData[player][statName] = sessionData[player][statName] + changeValue
end
-- Function to add player to the sessionData table.
local function setupPlayerData(player)
sessionData[player] = {Money = 0, Experience = 0}
end
-- Bind setupPlayerData to PlayerAdded to call it when player joins.
game.Players.PlayerAdded:connect(setupPlayerData)
-- Return the PlayerStatManager table to external scripts can access it.
return PlayerStatManager
--------------------------------------------------------------------------------
-- Require ModuleScript so we can change player stats
local PlayerStatManager = require(game.ServerStorage.PlayerStatManager)
-- After player joins we'll periodically give the player money and experience
game.Players.PlayerAdded:connect(function(player)
while wait(2) do
PlayerStatManager:ChangeStat(player, 'Money', 5)
PlayerStatManager:ChangeStat(player, 'Experience', 1)
end
end)
When I run these two script, it run perfectly, adding the print(sessionData[player][statName]) inside the ChangeStat function, but when I removed the game.Players.PlayerAdded:connect(setupPlayerData) part in the module script, it stopped working. I though module script does not execute code without it being called, and if that was the case, shouldn't the game.Players.PlayerAdded:connect(setupPlayerData) part be delay and not function since player's already added, therefore it not firing?
require executes the required code.
If that was not the case you would not be able to get a table through require, as your return PlayerStatManager statement would not be executed.
As a consequence removing
-- Bind setupPlayerData to PlayerAdded to call it when player joins.
game.Players.PlayerAdded:connect(setupPlayerData)
will cause an added player not to be initialized properly. This basically says: when a new player is added, call setupPlayerData.
Where setupPlayerData says: give a new set of stats to player
As you removed that line no player has stats. If you don't have stats you can't increase their values...
So obviously you did not understand what the code did befor you changed it. Therefor you cannot understand why your changes cause problems.
If you change a system you don't understand you can be lucky, but in most cases you will utterly fail.
Related
I'm trying to make a localscript for a TextButton so that when somebody clicks on it, the script checks if they have the gamepass. If they do, it will do a multitude of other things. But, if the player doesn't have the gamepass, then it will prompt it to them.
Here is the code for my localscript:
local ID = 42076468
local plr = game.Players.LocalPlayer
local MPS = game:GetService("MarketplaceService")
script.Parent.MouseButton1Click:Connect(function()
if MPS:UserOwnsGamePassAsync(plr.UserId,ID) then
-- do stuff
else
MPS:PromptGamePassPurchase(plr.UserId,ID)
end
end)
The problem is that it doesn't prompt the player, even when I remove my conditional statements. This localscript is inside of a TextButton, inside of a Frame, inside of a ScreenGUI.
Any help is deeply appreciated, thanks.
You've made a simple mistake of calling PromptGamePassPurchase(player, gamePassId) the same way as UserOwnsGamePassAsync(userId, gamePassid).
PromptGamePassPurchase expects you to pass in a Player as the first argument, whereas UserOwnsGamePassAsync expects a userId. So all you gotta do is correct the first argument.
MPS:PromptGamePassPurchase(plr, ID)
Also, don't forget to define the callback for the ProcessReceipt event!
i want to make this, when the baseFinal is touched by a block (Bloque) it gives you money and the block is destroyed. it gives me an error: attempt to index nil with 'stats'
local base = script.Parent.Base
local baseFinal = script.Parent.Final
local plr = game.Players.LocalPlayer
baseFinal.Touched:Connect(function(hit)
if hit.Name == "Bloque" then
wait(0.6)
plr.stats.Value = plr.stats.Value + 5 // here is the error
hit:Destroy()
end
end)
The error is telling you that the plr variable is undefined or nil.
Since this code is running in a Script, the issue is how you are accessing the Player object. See the documentation for Players.LocalPlayer :
This property is only defined for LocalScripts (and ModuleScripts required by them), as they run on the client. For the server (on which Script objects run their code), this property is nil.
The way to fix this is to access the Player object another way. One way is to connect to the Players.PlayerAdded signal.
local base = script.Parent.Base
local baseFinal = script.Parent.Final
local connections = {}
game.Players.PlayerAdded:Connect( function(plr)
-- listen for Players to touch the block
local connection = baseFinal.Touched:Connect( function(hit)
if hit.Name == "Bloque" then
wait(0.6)
plr.stats.Money.Value = plr.stats.Money.Value + 5
hit:Destroy()
end
end)
-- hold onto the connection to clean it up later
connections[plr] = connection
end)
-- clean up when the Player leaves
game.Players.PlayerRemoving:Connect( function(plr)
connections[plr]:Disconnect()
end)
This is most likely because when you are trying to reference a value, you must put .Value after it in order to change the value itself. Assuming you have a stats folder, you should use plr.stats.Value.Value instead.
Next time, please show us your object structure so we have a better understanding of what the error is. Thanks.
Here's the deal. When you get arrested in my game, you get sent to jail. To get out you must be bailed out.
The client sends a request to the server to bail them. Every other part seems to work except this part I believe, however it could be the client side script. Is there anything incorrect about this script? I have checked it for any errors that are obvious to me.
local replicatedStorage = game:GetService('ReplicatedStorage')
local createSystemMessage = replicatedStorage:WaitForChild('CreateSystemMessage')
game.ReplicatedStorage.Bail.OnServerEvent:Connect(function(Player,PlayerToBail)
Player = game.Players:FindFirstChild(Player)
local tab = nil
for i,v in pairs(_G.GlobalData) do
if v.Name == Player.Name then
tab = v
end
end
if PlayerToBail.Team == game.Teams:FindFirstChild("Criminal") then
local Bounty = PlayerToBail.leaderstats.Bounty.Value * 2
if tab.Bank <= Bounty then
tab.Bank -= Bounty
PlayerToBail.leaderstats.Bounty.Value = 0
PlayerToBail.Prisoner.Value = false
PlayerToBail.Team = game.Teams:FindFirstChild("Civilian")
createSystemMessage:FireAllClients((Player.Name .. ' has Bailed ' .. PlayerToBail.Name), Color3.fromRGB(0, 250, 0))
end
end
end)
And the local script which works:
script.Parent.AcceptButton.MouseButton1Click:Connect(function()
local PlayerName = script.Parent.TargetName.Text
game.ReplicatedStorage.Bail:FireServer(PlayerName)
print ("Bail Requested")
end)
I believe the problem occurs with the argument you're passing to the remote event.
In your client script you pass PlayerName as an argument. I'm assuming this is a string of the player's name:
game.ReplicatedStorage.Bail:FireServer(PlayerName)
PlayerName will actually be sent to the parameter "PlayerToBail", which I'm assuming is supposed to be a player object. Keep in mind that Roblox's RemoteEvents automatically pass in the player who fired the remote event as the first argument. So the "Player" parameter of the function connected to your remote event is the actual player object that has the local script that fired the remote event.
Instead, I would fire the remote event like this:
game.ReplicatedStorage.Bail:FireServer()
Since the player you want to bail is automatically passed as an argument, you don't need to add any additional arguments to FireServer. In addition, you would get rid of the "PlayerToBail" parameter in your server script.
Also note, it is unnecessary to have this line of code in your server script:
Player = game.Players:FindFirstChild(Player)
Player is already referring to an object in game.Players. In addition, Player is an object, not a string. So this would not work. You can simply use Player as is for your purposes.
More info on Remote Events: https://developer.roblox.com/en-us/articles/Remote-Functions-and-Events
Please feel free to follow up if you still have issues.
When firing the server it automatically gives a parameter which is the player who sent it. So, you don't have to have the playerName part because after the player parameter is already there and you can get the name from that.
i'm making a script that detects a person using their name however I can't seem to get it working. Please also point out any mistakes I have done in my script it would help a lot.
game.Workspace:WaitForChild("Console")
print("Waited")
game.Players.PlayerAdded:Connect(function(plr)
print("Connected")
if game.Workspace.Console and plr.Name == "wojciechpa2007" then
local Console = game.Lighting.Console:Clone()
Console.Parent = plr.Startergui
print("Cloned")
elseif
not game.Workspace.Console and plr.Name == "wojciechpa2007" then
plr.Startergui.Console:Destroy()
print("Destroyed")
end
end)
Heyo,
This script has a race-condition in it. Your first line game.Workspace:WaitForChild("Console") will block execution of the rest of your script until the object is loaded, or a timeout is reached.
This means that it is possible that a player could join the game before the script can listen for the game.Players.PlayerAdded signal.
Also StarterGui does not exist on specific player. It exists at the game level and is a bucket that dumps its stuff into a Player's PlayerGui when that player's character loads into the game.
So to fix your script, you could try something like this :
-- right away connect to the PlayerAdded signal
game.Players.PlayerAdded:Connect(function(plr)
print("Player Joined!", plr.Name, plr.UserId)
-- do something special if wojciechpa2007 joins
if plr.Name == "wojciechpa2007" then
print("wojciechpa2007 joined! Adding console!")
-- add the special console into the player's PlayerGui for when they load
local Console = game.Lighting.Console:Clone()
Console.Parent = plr.PlayerGui
end
end)
Some recommendations and things to be careful about here :
It's safer to check a player's UserId than it is to check their name. Roblox lets you change your name, but you UserId is always the same.
Putting something into your StarterGui will make it show up in your PlayerGui the next time your character loads. But if your character is already loaded, you won't see it until the next time you respawn.
If your Console object is some kind of GUI element, make sure that it is parented to a ScreenGui object before you insert it into the Player. Otherwise it just won't show up.
Hope this helps!
I'm trying to create an addon for World of Warcraft. I have created a function that checks whether a buff has been added to the current player.
Button:RegisterEvent("UNIT_AURA");
local function auraGained(self, event, ...)
if (UnitAura("player", "Heating Up")) then
if (heatingUpIsActive ~= 1) then
heatingUpIsActive = heatingUpIsActive + 1
print (heatingUpIsActive)
end
end
Button:SetScript("OnEvent", auraGained);
This works great, but how do I check if UnitAura is not "Heating Up"?
Also, I would prefer if heatingUpIsActive were a boolean, but it seems to not like when I do that. What is the correct way to create a boolean in Lua?
Your function isn't checking the aura that caused the event. It's looking for "Heating Up" any time any UNIT_AURA event comes by. In fact, it looks like the UNIT_AURA event doesn't actually tell you which aura triggered it. So you can't "check if UnitAura is not "Heating Up"", because you simply don't know what aura caused the event. Perhaps it was even several auras at once.
However, the event does tell you what unit got the aura. It's the first vararg. You should probably check to make sure it's player before doing something
local unitid = ...
if unitid ~= "player" then return end
Also, you didn't explain what problems you had with booleans. You should just be able to say something like
if not heatingUpIsActive then
heatingUpIsActive = true
-- do whatever you want
end
although I never saw any declaration of the variable in your code. It's a bad idea to use globals for things like this, so you should declare
local heatingUpIsActive
before the function declaration, e.g.
local heatingUpIsActive
local function auraGained(self, event, ...)
-- ...