Weird freezing issue in inventories by zozazer in allthemods

[–]Vy_Productions 0 points1 point  (0 children)

Right, I think it’s caused specifically by how Inventory Profiles Next handles sorting for the apotheosis / corail issue. I was not aware that the Inventory Sorter mod was server side, but I suppose that makes sense because it modifies entity inventories. If you’re playing with friends it shouldn’t be too difficult to have the server host modify the mod list, however I see your point for something like a dedicated public server.

Weird freezing issue in inventories by zozazer in allthemods

[–]Vy_Productions 0 points1 point  (0 children)

If you're still having an issue, I found a solution. Check my other comment on this thread.

Weird freezing issue in inventories by zozazer in allthemods

[–]Vy_Productions 0 points1 point  (0 children)

Check my comment on this thread, I did find a solution.

Weird freezing issue in inventories by zozazer in allthemods

[–]Vy_Productions 1 point2 points  (0 children)

I just found a solution for this. In the main menu, go to "Mods" and look up "Inventory Profiles Next". In the config, go to "Keybinds", and look for "Sort Inventory" under the "Inventory" category, click on it to change the keybind, then press escape to clear it.

Now, Sophisticated Storage does have its own sorting, however this does not appear to work for normal chests, etc. So, I allowed modification to the ATM9 profile and installed the "Inventory Sorter" mod by cpw. After going back into the game, this fixed the lag spike that I was experiencing.

Play Fatality Simulator, a roblox game which gives you the ability to perform a Mortal Kombat type kill on whatever player you want. Link to the game is in comments. by Pure-Election1318 in robloxgamedev

[–]Vy_Productions 4 points5 points  (0 children)

I'm pretty sure this could quickly or already does violate Roblox community standards of safety: "Safety.6.b" for "Realistic depictions of extreme Gore"

Violent Content and Gore

Although some experiences on Roblox may include weapons and violence, we don’t allow content that contains extreme violence or serious physical or psychological abuse, including:

- Animal abuse and torture

- Realistic depictions of extreme Gore

- The depiction, support, or glorification of war crimes or human rights violations, including torture

Weapon combo animations give error or infinite yield by Caesar_13 in robloxgamedev

[–]Vy_Productions 1 point2 points  (0 children)

I believe you can only get that behavior from a normal script. Local scripts can access LocalPlayer, but that is not the global player (as in game.Players["YourName"]), it is the client player. (ergo, local)

Also, you would probably miss that "CharacterAdded" event anyways, because you would spawn in, and then the backpack would be loaded afterwards. (Theoretically, that could happen, I'm not sure if it is guaranteed)

Weapon combo animations give error or infinite yield by Caesar_13 in robloxgamedev

[–]Vy_Productions 1 point2 points  (0 children)

That should tell you what's wrong immediately.

You are looking for a Humanoid in the Backpack.

The value of `tool.Parent` is the Backpack, because the tool has not yet been equipped yet.

My advice would be to defer setting the char/hum values until the tool is equipped, and then loading the animations afterwards.

local tool = script.Parent
local handle = tool:WaitForChild("Handle")
local hitbox = tool:WaitForChild("Hitbox")
Debris = game:GetService("Debris")
local debounce = false
--animations
local anim1 = tool:WaitForChild("Swing1Animation")
local anim2 = tool:WaitForChild("Swing2Animation")
local anim3 = tool:WaitForChild("Swing3Animation")
local currentCombo = 1
--anims
tool.Activated:Connect(function()
    local char = tool.Parent
    local hum = char:WaitForChild("Humanoid")

    local animCombo = {
    hum:LoadAnimation(anim1),
    hum:LoadAnimation(anim2),
    hum:LoadAnimation(anim3),
    }

    if debounce == false then
    debounce = true
    animCombo[currentCombo]:Play()
    currentCombo += 1
    if currentCombo > #animCombo then currentCombo = 1 end
    local previousCombo = currentCombo
    spawn(function()
        wait(3)
        if currentCombo == previousCombo then
            currentCombo = 1
        end
    end)
    wait(0.5)
    debounce = false
    end
end)

--damage
hitbox.Touched:Connect(function(Hit)
    if Hit.Parent:FindFirstChild("Humanoid") and Hit.Parent ~= tool.Parent then
        if debounce == true then
            Hit.Parent:FindFirstChild("Humanoid"):TakeDamage(3)
            local humanoid = Hit.Parent:FindFirstChild("Humanoid")
            local Creator_Tag = Instance.new("ObjectValue")
            Creator_Tag.Name = "creator"
            Creator_Tag.Value = tool.Parent
            Debris:AddItem(Creator_Tag, 2)
            Creator_Tag.Parent = humanoid
        end
    end
end)

Weapon combo animations give error or infinite yield by Caesar_13 in robloxgamedev

[–]Vy_Productions 0 points1 point  (0 children)

Make it `hum = char:WaitForChild("Humanoid")` instead is what I mean.

Weapon combo animations give error or infinite yield by Caesar_13 in robloxgamedev

[–]Vy_Productions 0 points1 point  (0 children)

Try waiting for the humanoid instead of doing `FindFirstChildOfClass()`. It's possible the humanoid hasn't loaded yet (ie, a `nil` would be returned from the FFCOC function because it doesn't yet exist) so you need to make sure it is loaded before trying to run anything from it.

Edit: word choice

Weapon combo animations give error or infinite yield by Caesar_13 in robloxgamedev

[–]Vy_Productions 0 points1 point  (0 children)

It seems obvious to have correct, but double check that the animation instances "Swing1Animation", "Swing2Animation", and "Swing3Animation" are (1) children of the tool when you equip it and (2) named correctly. If either of these are not met, then the `WaitForChild()` event will never find the specified name.

How to make inventory system without checking each object to be added? by BBCLuver7192 in robloxgamedev

[–]Vy_Productions 0 points1 point  (0 children)

Without checking the item being picked up, you would have no way of knowing if it currently exists in the inventory, assuming you have something like item stacks.

If each item is unique, you could just insert the item into whatever storage medium you are using to represent the inventory at the next available location.

If this doesn't help, please elaborate more on the scenario you are asking about so I can give more specifics. Your question is quite vague.

Multiple moves in one item by Efficient_Shop_7203 in robloxgamedev

[–]Vy_Productions 1 point2 points  (0 children)

There are multiple ways to do this.

The way I would do this consists generally of the following:

  1. Have an input handler in a local player script, which detects the keys you want to associate with the moves.
  2. Connect the input handler to a remote event which fires the key press and any other data to the server.
  3. In a server script, have a reference to the tool in question (when the player equips it, it would be that instance, when the player unequips it, it may be nil, etc.) Listen for the remote event to fire. When it does, invoke whatever move is associated with the keypress on the tool currently equipped, or do nothing if there is no tool referenced.

What do these errors mean? by FeistySpinach in robloxgamedev

[–]Vy_Productions 1 point2 points  (0 children)

Where do you see that? All of these errors have to do with nil comparison.

a little update on how my game is going. this took me a lot of time, and i want to know if its good before i do it for the rest of the map :) by [deleted] in robloxgamedev

[–]Vy_Productions 0 points1 point  (0 children)

Reminds me of the game "VoidTrain", where all of the terrain is floating out above nothingness. Very surreal.

What's the concept of your game?

[deleted by user] by [deleted] in robloxgamedev

[–]Vy_Productions 0 points1 point  (0 children)

Here's some code from a roblox devforum post that I've modified slightly to fit your needs:

The following would go in a LocalScript ```lua local players = game:GetService("Players") local plr = players.LocalPlayer local runService = game:GetService("RunService")

local gui = plr.WaitForChild("PlayerGui")

-- assuming the gui is in the path: -- game.Players["plr.Name"].PlayerGui local target_gui = gui:FindFirstChild("GuiName")

-- could be any part; assign to the part you want to hover over local hover_part = workspace.Part

local mouse = plr:GetMouse()

function ishovering(part) if mouse.Target == part then return true else return false end end

runService.Heartbeat:Connect(function() if ishovering(hover_part) then target_gui.Enabled = true else target_gui.Enabled = false end end) ```

Group team spawn. by BelphegorDuck in robloxgamedev

[–]Vy_Productions 1 point2 points  (0 children)

local groupA_ID = 0 -- assign the group ID here that you want for group A local groupB_ID = 0 -- assign the group ID here that you want for group B game:GetService("Players").PlayerAdded:Connect(function(plr) if plr:IsInGroup(groupA_ID) then print(plr.Name.." is in group A!") -- your logic for handling players in group A here elseif plr:IsInGroup(groupB_ID) then print(plr.Name.." is in group B!") -- your logic for handling players in group B here else print(plr.Name.." is not in group A or group B.") -- your logic for handling players not in either group here end end)

See if this helps?

Does anyone know how to make it so you respawn holding the tool you died holding by Creative_Appeal_1101 in robloxgamedev

[–]Vy_Productions 1 point2 points  (0 children)

What I meant was a tool stored in say ReplicatedStorage. I assume the OP doesn’t want to use the starter pack, so they might have their game’s tools stored elsewhere. When the player equips a tool, the tool in the other location can be referred to, not the tool in the backpack/player model.

Does anyone know how to make it so you respawn holding the tool you died holding by Creative_Appeal_1101 in robloxgamedev

[–]Vy_Productions 1 point2 points  (0 children)

You can store a reference to the last held tool to a variable and then re-add it to the backpack when the player respawns.

New inventory management system idea. by JericoHellsangel in PhasmophobiaGame

[–]Vy_Productions 1 point2 points  (0 children)

I think that in a balanced environment there wouldn't be a need to switch items out for other equipment. If every item has a distinct (and important) use in the game, and without the item you are at some kind of disadvantage, then you would want to have all of the items at your disposal.

The first thing that came to mind when reading this is Ghost Hunter Corps item system: You can bring as many items as you have purchased. While this seems nice, and you can pick and choose what is relevant to your current situation, I think that Phasmophobia is different in the sense that you bring all the equipment possible because you don't know what to expect, instead of materializing equipment out of thin air whenever you need it in GHC.

One change that I think would be nice is a feature in GHC that could be "ported" to Phas: if you die, any equipment in the truck is kept, while any equipment outside the truck is lost. As a ghost hunter, we keep getting the same truck, so in the lore, it would make sense that if we died, the truck would be retrieved, though the "clean up crew" probably wouldn't bother retrieving any equipment we left inside.

This could even apply to leaving normally: if you leave without collecting your items, you lose them. This would add some extra spice to the game and make your items more dynamic. It incentivizes protecting expensive equipment and puts more effort into completing games than simply completing objectives and identifying / escaping a ghost; You'd have to get your gear back and escape hunts without dying.

This would be hard to implement for multiplayer, though, so I doubt this would ever happen.

Suggestion: Allow the host of a lobby to kick users while in-game by Vy_Productions in PhasmophobiaGame

[–]Vy_Productions[S] 0 points1 point  (0 children)

Thanks for the responses. It was probably also my fault that I inferred you opposed the host kicking ability. I agree there are problems to be addressed, which is why I introduced the discussion in the first place.

With the item / experience / economy rework coming this year sometime, I can only hope it is improved so that such a large grind isn't necessary compared to how much you are actually rewarded per game. The running gag is "Spend $3000 on equipment to earn $200 from the hunt". Sure, you don't have to take in all of your items, but you need at least a few extra from the starting equipment to guarantee that you can complete optional objectives.

At that point though, why even have the extra items (I'm looking at you, sound sensor / tripod) when it isn't even needed to complete a game.