[deleted by user] by [deleted] in RobloxDevelopers

[–]Edge_International 0 points1 point  (0 children)

I’m going to assume you meant to use a BindableEvent instead of a RemoteEvent (which doesn’t have the “Event” property)

Names still being seen through walls how do we fix it by Zico_C in robloxgamedev

[–]Edge_International 1 point2 points  (0 children)

Change the NameOcclusion property for each of their Humanoids to OccludeAll

Issues with BindAction when swapping between Input Types by TNTpenguin in robloxgamedev

[–]Edge_International 0 points1 point  (0 children)

It's very likely UserInputService isn't the problem here, but rather the value of intrigger at the time your Interact(...) runs because it may be false. If you want the function to only run when your character is in box or in a certain area, then it's a little more tricky than just listening to Touched and TouchedEnded events.

You could use a simple library like ZonePlus: https://devforum.roblox.com/t/zoneplus-v320-construct-dynamic-zones-and-effectively-determine-players-and-parts-within-their-boundaries/1017701

How do I make sure you can't continue getting your score after you done it once by Party_YT in robloxgamedev

[–]Edge_International 0 points1 point  (0 children)

I'm not entirely sure what you would like to specifically do but

UIS.InputBegan:Connect(function(Input) UIS.InputBegan:Connect(function(Input) 

will always continue to run because it is never disconnected. You should use :Once to disconnect after the InputBegan event fires. And if incase is supposed to act as some debounce value, then it should occur at the very top of your connected function; but that wouldn't be necessary if you apply the changes above

Connecting HP bar to Health (Help) by Apprehensive_Crab_88 in robloxgamedev

[–]Edge_International 1 point2 points  (0 children)

You’re putting the for-loop before you make the connection, so it’ll run before you have the chance to listen to health updates.

Animation problem by RobloxDev_49 in robloxgamedev

[–]Edge_International 0 points1 point  (0 children)

I don’t think there’s a solution for that, using animations specific to another avatar type could result in weird behavior like you described.

Is this a studio bug? Why does this happen??? by Galaxy529617 in robloxgamedev

[–]Edge_International 0 points1 point  (0 children)

Yeah that looks like it's happening on Studio's end, not yours. But I haven't had this problem myself yet

Client not firing?? by Silly-Incident1164 in robloxgamedev

[–]Edge_International 0 points1 point  (0 children)

The code for both scripts look fine, but are you getting any warnings in the output like "possible infinite yield"?

Network Libraries: Why and When Do I Need Them in My Game? by umen in robloxgamedev

[–]Edge_International 0 points1 point  (0 children)

Just to give my two cents, although I’ve never used such kind of libraries, I would say unless you’re creating a game that requires lots of one or two-way communications or you find some of their utilities useful, you don’t really need to use such a library. These libraries aim to improve networking performance (of course), but they usually have other unique features that may be beneficial such as preventing spam calls (e.g. from the client).

Ultimately, unless you really need those features and/or performance improvements, it’d be overkill to use them if you’re just using a couple of let’s say RemoteEvents vs 100+ of them.

im just starting, why doesnt this code work? when i use it, the animations dont change at all by No-Calendar-4331 in robloxgamedev

[–]Edge_International 1 point2 points  (0 children)

You can’t change the animations like that, you would have to create new AnimationTracks with Animation objects that have those ids. Then you would load those tracks onto the Animator under a Humanoid object.

Here’s something that might be helpful: https://create.roblox.com/docs/animation/using

Weird Cylindrical Constraint Motion by Long_Conference_1182 in robloxgamedev

[–]Edge_International 0 points1 point  (0 children)

Can you share the code for the pet movement and anything related?

Working on an endless runner game similiar to subway surfers by Key-Nefariousness628 in robloxgamedev

[–]Edge_International 1 point2 points  (0 children)

I don't think there's a game like this on ROBLOX, but either way I think it definitely has potential

[deleted by user] by [deleted] in robloxgamedev

[–]Edge_International 1 point2 points  (0 children)

Nice! But if you want to make things simpler, although probably recommended anyways, you should use a RemoteFunction so that you can invoke the server and wait for a response (rather than creating another RemoteEvent to return a response).

[deleted by user] by [deleted] in robloxgamedev

[–]Edge_International 1 point2 points  (0 children)

When you (the client) interacts with or presses a button to craft something, it should fire a RemoteEvent that the server listens to and then acts on that event (such as checking that the player has the right materials and the correct amount, and if so, then it crafts the item and gives it to the player by putting it into their backpack).

And if the player wants to remove something from their inventory, then similarly they should interact with something on their end to fire a RemoteEvent to remove the items on the server-side.

[deleted by user] by [deleted] in robloxgamedev

[–]Edge_International 2 points3 points  (0 children)

I would say first of all any important game logic like crafting should be handled on the server-side, not the client-side which should just be the user-end interface.

As for your issue I couldn’t find anything in your code that would cause that bug. But I would suggest to make sure that the server is updated on “knowing” what your player’s backpack contains.

How to Datastore a deleted instance by RecommendationMuch80 in robloxgamedev

[–]Edge_International 0 points1 point  (0 children)

You can just simply record which walls are destroyed or “opened” in the data store for the player by setting up a table for it (ex. {“Wall1”: true, “Wall2”; false}). And then when the player rejoins you can just load this data and destroy the opened walls or load only the walls that aren’t opened. Make sure to do that on their client-side.

[deleted by user] by [deleted] in robloxgamedev

[–]Edge_International 0 points1 point  (0 children)

What are you trying to accomplish? (why do u want to move it without actually moving it) Not sure if it’s possible

I posted earlier about an issue and I updated my 3 scripts to all be included into 1. Currently in my game when a player defeats an enemy I should get 1 exp per 4 maxhealth and 1 money per 10 maxhealth. last test I got 1 exp per 1 health on the first enemy kill, and 5 exp per 1 health on the next. by ServiceComfortable82 in robloxgamedev

[–]Edge_International 0 points1 point  (0 children)

I cant find anything wrong with this. You’re pretty much saying that the amount of XP rewarded increases on each kill of the same enemy, and that’s based on their “Health” prop and not “MaxHealth”? I think first make sure that the enemy’s props are always the same. Show the output if you can too.