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Re: What's wrong with it, and how to fix it?
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| 05 Aug 2013 04:07 PM |
This is for my Craft tool in my game. It worked for a bit, until I added some stuff to the game and this script.
dwait(3)
local TOOL = script.Parent
local SCREEN_GUI = TOOL.ScreenGui local FRAME = SCREEN_GUI.Frame
--BUTTONS local CLEAR_BUTTON = FRAME.ClearButton local ITEM_BUTTON = FRAME.ItemButton local PROCESS_BUTTON = FRAME.ProcessButton local TOOL_BUTTON = FRAME.ToolButton
--LABELS local ALERT_LABEL = FRAME.AlertLabel local LIST_LABEL = FRAME.ListLabel local TARGET_LABEL = FRAME.TargetLabel
--OTHER local RANGE = 15 local SERVICES = game.Workspace.Services
--MAIN STUFF local SELECTED = {} local CHOOSING = false
--INGREDIENT TABLES local TOOL_TABLE = {
{ {"Large Wood", "Large Wood", "Large Wood", "Large Wood", "Wall", "Wall", "Wall", "Wall", "Wall", "Wall", "Wall","Wall","Wall", "Wall", "Wall", "Wall", "Glass", "Glass", "Glass", "Glass", "Glass", "Glass", ""}, "Small Skyscraper" },
{ {"Large Wood", "Large Wood", "Large Wood", "Large Wood", "Large Wood", "Large Wood", "Wall", "Wall", "Wall", "Wall", "Wall", "Wall", "Wall", "Wall", "Wall", "Wall", "Glass", "Glass", "Glass", "Glass", "Glass", "Glass", ""}, "Mansion" },
{ {"Wall", "Wall", "Wall", "Med Foliage", "Small Foliage", ""}, "2 Story Hut" },
{ {"Med Rock", "Med Rock", "Wall", "Med Foliage", "Small Foliage", ""}, "2 Story Stone Hut" },
{ {"Wall", "Wall", "Wall", "Wall", "Med Foliage", "Med Foliage", ""}, "Small House" },
{ {"Large Wood", "Large Wood", "Wall", "Wall", "Wall", "Wall", "Large Foliage", "Med Foliage", ""}, "Med House" },
{ {"Large Wood", "Large Wood", "Large Wood", "Wall", "Wall", "Wall", "Wall", "Wall", "Large Foliage", "Med Foliage", "Glass", "Glass", ""}, "2 Story House" },
{ {"Red Stone", "Orange Stone", "Yellow Stone", "Green Stone", "Blue Stone", "Indigo Stone", "Violet Stone", "Steam Engine", ""}, "Rainbow Steam Ship" },
{ {"Red Stone", "Orange Stone", "Yellow Stone", "Green Stone", "Blue Stone", "Indigo Stone", "Violet Stone",""}, "The Rainbow Ship" },
{ {"Small Handle", ""}, {"Crude Club", "Hunting Club"} },
{ {"Wall", "Wall", "Med Foliage", ""}, "Crude Hut" },
{ {"Med Rock", "Med Rock", "Med Wood", ""}, "Well" },
{ {"Wall", "Wall", "Large Foliage", ""}, {"Large Hut Center", "Large Hut Edge", "Large Hut Door", "Large Hut Corner"} },
{ {"Med Rock", "Med Rock", "Wall", ""}, {"M. Home Center", "M. Home Corner", "M. Home Edge", "M. Home Door", "M. Home Stairs", "Mine"} },
{ {"Stone Brick", "Stone Brick", "Stone Brick", "Wall", "Glass", "Glass", ""}, {"Ren. Home Center", "Ren. Home Corner", "Ren. Home Edge", "Ren. Home Door", "Ren. Home Stairs", "Tailor's Shop", "Large Mine"} },
{ {"Med Rock", "Med Rock", ""}, "Medieval Wall" },
{ {"Med Rock", "Med Rock", "Med Rock", ""}, {"M. Wall Corner", "Ren. Wall"} },
{ {"Med Rock", "Med Rock", "Med Rock", "Med Rock", ""}, "Medieval Tower" },
{ {"Med Rock", "Med Rock", "Med Rock", "Med Rock", "Med Rock", "Wall", "Wall", ""}, "Medieval Gate" },
{ {"Plank", "Plank", "Steel", "Steel", ""}, "Throne Room (1x1)" },
{ {"Plank", "Plank", "Plank", "Plank", ""}, "Dining Room (1x2)" },
{ {"Plank", "Plank", "Cloth Bolt", "Cloth Bolt", ""}, "Bedroom (1x1)" },
{ {"Plank", "Plank", ""}, {"Bookshelf (1x1)", "Table (1x1)", "Chest"} },
{ {"Med Rock", "Med Rock", "Med Rock", "Wall", "Iron", "Iron", ""}, "Forge" },
{ {"Large Wood", "Large Wood", "Med Rock", ""}, "Medieval Granary" },
{ {"Wall", "Wall", "Wall", "Wall", "Med Wood", "Med Wood", "Iron", "Iron", ""}, "Lumbermill" },
{ {"Small Rock", "Small Rock", ""}, "Flint" },
{ {"Hull", ""}, "Raft" },
{ {"Hull", "Med Wood", "Hemp", "Hemp", ""}, "Sailboat" },
{ {"Hull", "Hull", "Med Wood", "Hemp", "Hemp", "Hemp", ""}, "Schooner" },
{ {"Hull", "Hull", "Hull", "Hull", "Large Wood", "Hemp", "Hemp", "Hemp", "Hemp", ""}, "Galleon" },
{ {"Hull", "Hull", "Hull", "Hull", "Large Wood", "Steam Engine", ""}, "Steam Ship" },
{ {"Small Wood", "Rope", ""}, "Crude Bucket" },
{ {"Wall", "Wall", "Med Rock", ""}, "Crude Granary" },
{ {"Small Handle", "Copper", "Copper", ""}, {"Copper Axe", "Copper Pickaxe"} },
{ {"Small Handle", "Iron", "Iron", ""}, {"Iron Axe", "Iron Pickaxe"} },
{ {"Small Handle", "Rope", ""}, {"Crude Bow", "Crude Fishing Rod"} },
{ {"Crafted Handle", "String", ""}, {"Longbow", "Shortbow", "Bow", "Hunting Bow", "Fishing Rod"} },
{ {"Crafted Handle", "String", "Steel", ""}, {"Crossbow", "Arbalest"} },
{ {"Small Handle", "Steel", "Steel", ""}, {"Steel Axe", "Steel Pickaxe"} },
{ {"Steel", "Steel", "Rope", ""}, "Bucket" },
{ {"Small Handle", "Steel", ""}, "Crafting Knife" },
{ {"Small Handle", "Copper", ""}, "Skinning Knife" },
{ {"Crafted Handle", "Steel", "Steel", ""}, {"Lumber Saw", "Sledgehammer", "Masonry Hammer", "Blunderbuss"} },
{ {"Small Rock", "Small Rock", "Steel", ""}, "Flint & Steel" },
{ {"Coal", ""}, "Dye: Black" },
{ {"Berry", ""}, "Dye: Purple" },
{ {"Hemp Stalk", ""}, "Dye: Green" },
{ {"Blue Flower", ""}, "Dye: Blue" },
{ {"Red Flower", ""}, "Dye: Red" },
{ {"Copper", ""}, "Crude Lockpick" },
{ {"Iron", ""}, "Lockpick" },
{ {"Steel", ""}, "Strong Lockpick" },
{ {"Wall", "Wall", ""}, {"Palisade Wall", "Palisade Tower"} }
} --TOOL TABLE END
local ITEM_TABLE = {
{ {"Med Wood",""}, "Med. Flagpole" },
{ {"Steel", "Oil", ""}, "Pipe" },
{ {"Pipe", "Pipe", "Steel", "Oil", "Coal", ""}, "Steam Engine" },
{ {"Small Wood", ""}, {"Small Handle", "Wooden Seat"} },
{ {"Med Wood", "Med Wood", ""}, {"Wall", "Hull"} },
{ {"Large Wood", ""}, {"Wall", "Hull"} },
{ {"Plank", "Plank", ""}, "Wall" },
{ {"Hemp Stalk", "Hemp Stalk", ""}, "Fresh Hemp" },
{ {"Hemp"}, "Rope" },
{ {"Hemp", "Hemp"}, {"Hempen Shirt", "Hempen Pants"} },
{ {"Leather", "Leather"}, "Leather Armor" },
{ {"Fox Fur", "Fux Fur"}, "Fur Armor" },
{ {"Leather", "Copper", "Copper"}, "Copper Armor" },
{ {"Leather", "Iron", "Iron"}, "Iron Armor" },
{ {"Leather", "Steel", "Steel"}, "Steel Armor" },
{ {"Dough"}, "Bread Dough" },
{ {"Small Handle", "Small Rock"}, "Arrow" },
{ {"Small Handle", "Copper"}, "Copper Arrow" },
{ {"Small Handle", "Iron"}, "Iron Arrow" },
{ {"Small Handle", "Steel"}, "Steel Arrow" },
{ {"Steel"}, "Bolt" },
{ {"Small Compost"}, "Dirt Road" },
{ {"Med Rock"}, "Paved Road" },
{ {"Coal", "Sulfur"}, "Gunpowder" },
{ {"Steel", "Gunpowder"}, "Bullet" },
{ {"Cloth Bolt", "Cloth Bolt"}, {"Cloth Shirt", "Cloth Pants", "Cloth Vest"} }
} --ITEM TABLE END
local PROCESS_TABLE = {
{ {"Fresh Hemp", ""}, "Began drying...", function() processTimedNameChange(SELECTED[1], "Drying Hemp", "Dark green", 30, "Hemp", "Brown") end },
{ {"Foxhide", ""}, "Began seperating...", function() processTimedNameChange(SELECTED[1], "Seperating Foxhide", "Neon orange", 30, "Fox Fur", "Neon orange") end },
{ {"Deerhide", ""}, "Began tanning...", function() processTimedNameChange(SELECTED[1], "Tanning Deerhide", "Brown", 30, "Leather", "Reddish brown") end },
{ {"Small Foliage", ""}, "Began composting...", function() processTimedCompost(SELECTED[1], "Rotting Leaves", "Small Compost", 30) end },
{ {"Med Foliage", ""}, "Began composting...", function() processTimedCompost(SELECTED[1], "Rotting Leaves", "Med Compost", 30) end },
{ {"Large Foliage", ""}, "Began composting...", function() processTimedCompost(SELECTED[1], "Rotting Leaves", "Fertile Compost", 30) end },
{ {"Berry", "Small Compost", ""}, "Planted berry...", function() processTimedFarming(SELECTED[1], SELECTED[2], 30) end },
{ {"Wheat", "Med Compost", ""}, "Planted wheat...", function() processTimedFarming(SELECTED[1], SELECTED[2], 50) end },
{ {"Hemp Stalk", "Med Compost", ""}, "Planted hemp...", function() processTimedFarming(SELECTED[1], SELECTED[2], 40) end },
{ {"Apple", "Fertile Compost", ""}, "Planted apple...", function() processTimedFarming(SELECTED[1], SELECTED[2], 60) end }
} --PROCESS TABLE END
--PROCESSING FUNCTIONS
function processTimedNameChange(part, nameA, colorA, time, nameB, colorB) local partVal = createValue("Object", part.Name, part)
local nameAVal = createValue("String", "NameA", nameA) local nameBVal = createValue("String", "NameB", nameB) local colorAVal = createValue("BrickColor", "ColorA", getBC(colorA)) local colorBVal = createValue("BrickColor", "ColorB", getBC(colorB)) local timeVal = createValue("Number", "Time", time)
nameAVal.Parent = partVal nameBVal.Parent = partVal colorAVal.Parent = partVal colorBVal.Parent = partVal timeVal.Parent = partVal
partVal.Parent = SERVICES.TimedNameChange end
function processTimedCompost(part, rotName, finName, time) local partVal = createValue("Object", part.Name, part)
local rotNameVal = createValue("String", "RotName", rotName) local nameVal = createValue("String", "FinName", finName) local timeVal = createValue("Number", "Time", time)
rotNameVal.Parent = partVal nameVal.Parent = partVal timeVal.Parent = partVal
partVal.Parent = SERVICES.TimedCompost end
function processTimedFarming(part, compost, time) local partVal = createValue("Object", part.Name, part)
local compostVal = createValue("Object", "Compost", compost) local timeVal = createValue("Number", "Time", time)
compostVal.Parent = partVal timeVal.Parent = partVal
partVal.Parent = SERVICES.TimedFarming end
function createValue(type, name, value) local newVal = Instance.new(type.."Value") newVal.Name = name newVal.Value = value
return newVal end
function getBC(string) return BrickColor.new(string) end
--MAIN FUNCTIONS function updateList() local string = ""
for index, child in pairs(SELECTED) do if index ~= 1 then string = string..", " end
string = string..child.Name end
LIST_LABEL.Text = string end
function getIngName(index) local part = SELECTED[index]
if part == nil then return "" else return part.Name end end
function runIngredients(tab, process) if process == nil then process = false end
local required = tab[1] local made = tab[2] local func = tab[3]
if #SELECTED < 1 then return nil end
for index, child in pairs(required) do if getIngName(index) ~= child then return nil end end
if process then return made, func else return made end end
function alert(text) ALERT_LABEL.Text = "" wait(0.1) ALERT_LABEL.Text = text end
function getPC() local player = TOOL.Parent.Parent local char = player.Character
return player, char end
function lockCheck(part) return not part.Locked end
function distanceCheck(part) local player, char = getPC() local head = char.Head local dist = (head.Position - part.Position).magnitude
return (dist < RANGE) end
function haveCheck(part) for index, child in pairs(SELECTED) do if child == part then return true end end
return false end
function canUse(part) if part == nil then return false end
local bool = false
bool = (bool or lockCheck(part)) bool = (bool and distanceCheck(part))
return bool end
function clearList() SELECTED = {}
updateList() end
function deleteList() for index, child in pairs(SELECTED) do child:remove() end
clearList() end
function creationChoice(tab) CHOOSING = true
local chosen = nil
local x = 0 local y = 0
for index, child in pairs(tab) do local newButton = Instance.new("TextButton") newButton.Name = "ChoiceButton" newButton.Size = UDim2.new(0, 100, 0, 25) newButton.Position = UDim2.new(0, (400 + x), 1, (-301 + y)) newButton.Text = child
newButton.MouseButton1Down:connect(function() chosen = child end)
newButton.Parent = SCREEN_GUI
y = y + 25
if y > 100 then y = 0 x = x + 100 end end
while chosen == nil do wait() end
stopCreationChoice()
return chosen end
function stopCreationChoice() local buttons = SCREEN_GUI:GetChildren()
for index, child in pairs(buttons) do if child.Name == "ChoiceButton" then child:remove() end end
CHOOSING = false end
--BUTTON FUNCTIONS function clearSelected() if CHOOSING then return end
clearList()
alert("Ingredients cleared") end
function createTool() if CHOOSING then return end
local made = nil
for index, child in pairs(TOOL_TABLE) do made = runIngredients(child)
if made ~= nil then break end end
if type(made) == "table" then made = creationChoice(made) end
if made == nil then alert("Nothing created") clearList() else alert(made.." created!")
giveTool(made)
deleteList() end end
function giveTool(name) local player, char = getPC() local backpack = player.Backpack local tools = game.Lighting.Tools
local made = tools:findFirstChild(name)
if made ~= nil then made:clone().Parent = backpack else alert("Davidii messed up") end end
function createItem() if CHOOSING then return end
local made = nil
for index, child in pairs(ITEM_TABLE) do made = runIngredients(child)
if made ~= nil then break end end
if type(made) == "table" then made = creationChoice(made) end
if made == nil then alert("Nothing created") clearList() else alert(made.." created!")
giveItem(made)
deleteList() end end
function processItem() if CHOOSING then return end
local processMessage = nil local processFunction = nil
for index, child in pairs(PROCESS_TABLE) do processMessage, processFunction = runIngredients(child, true)
if processMessage ~= nil then break end end
if processMessage == nil and processFunction == nil then alert("Nothing happened")
clearList() else alert(processMessage)
processFunction()
clearList() end end
function giveItem(name) local player, char = getPC() local pack = player.Pack local items = game.Lighting.Items
local real = items:findFirstChild(name)
if real ~= nil then local new = real:clone() new.Parent = pack else alert("Davidii messed up") end end
--MOUSE FUNCTIONS function onMouseMove(mouse) if CHOOSING then return end
local targ = mouse.Target
TARGET_LABEL.Text = ""
if canUse(targ) then TARGET_LABEL.Text = targ.Name end end
function onButton1Down(mouse) if CHOOSING then return end
local targ = mouse.Target
if canUse(targ) then if not haveCheck(targ) then selectTarget(targ) else alert("You already have that!") end end end
function selectTarget(part) alert(part.Name.." selected")
table.insert(SELECTED, part)
updateList() end
--SELECTION FUNCTIONS function onSelected(mouse) local player, char = getPC() local pg = player.PlayerGui
SCREEN_GUI.Parent = pg
mouse.Move:connect(function() onMouseMove(mouse) end)
mouse.Button1Down:connect(function() onButton1Down(mouse) end) end
function onDeselected(mouse) SCREEN_GUI.Parent = TOOL
stopCreationChoice() end
--CONNECTIONS TOOL.Selected:connect(onSelected) TOOL.Deselected:connect(onDeselected)
CLEAR_BUTTON.MouseButton1Down:connect(clearSelected) ITEM_BUTTON.MouseButton1Down:connect(createItem) TOOL_BUTTON.MouseButton1Down:connect(createTool) PROCESS_BUTTON.MouseButton1Down:connect(processItem)
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wazup07
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| Joined: 17 Oct 2009 |
| Total Posts: 313 |
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| 05 Aug 2013 04:25 PM |
| Who in their right mind is going to search endlessly through that.... |
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| 05 Aug 2013 04:26 PM |
wtl;dr Way Tool Long ; Didnt Read |
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| 05 Aug 2013 04:34 PM |
Hmm.. The phrases do look like the Survival 303's. Are you sure this code is yours?
Someone at this level should be able to tell us the code he added and the output... |
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| 13 Aug 2013 05:11 PM |
{
{"Large Wood", "Large Wood", "Large Wood", "Large Wood", "Wall", "Wall", "Wall", "Wall", "Wall", "Wall", "Wall","Wall","Wall", "Wall", "Wall", "Wall", "Glass", "Glass", "Glass", "Glass", "Glass", "Glass", ""}, "Small Skyscraper" },
{
{"Large Wood", "Large Wood", "Large Wood", "Large Wood", "Large Wood", "Large Wood", "Wall", "Wall", "Wall", "Wall", "Wall", "Wall", "Wall", "Wall", "Wall", "Wall", "Glass", "Glass", "Glass", "Glass", "Glass", "Glass", ""}, "Mansion" },
{
{"Wall", "Wall", "Wall", "Med Foliage", "Small Foliage", ""}, "2 Story Hut" },
{
{"Med Rock", "Med Rock", "Wall", "Med Foliage", "Small Foliage", ""}, "2 Story Stone Hut" },
{
{"Wall", "Wall", "Wall", "Wall", "Med Foliage", "Med Foliage", ""}, "Small House" },
{
{"Large Wood", "Large Wood", "Wall", "Wall", "Wall", "Wall", "Large Foliage", "Med Foliage", ""}, "Med House" },
{
{"Large Wood", "Large Wood", "Large Wood", "Wall", "Wall", "Wall", "Wall", "Wall", "Large Foliage", "Med Foliage", "Glass", "Glass", ""}, "2 Story House" },
========================================================================================== This is all the stuff I added prior to the tool breaking. I also messed with the dwait value a little too. I also made the map bigger, with another ocean area, and some other stuff like a volcano and a large island. The volcano was made of a lot of bricks, and has its own scripting for the lava, while the island is also a bit big. |
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| 13 Aug 2013 05:12 PM |
The problem is that the Craft GUI isn't coming up.
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| 13 Aug 2013 05:34 PM |
you fix it by shaking it harder i think maybe its a prostate problem
http://www.youtube.com/watch?v=g4tG8SfKn_I "min pik er en lang at brøndby strand" bro my pik's this long too, ur tissemand's smaller than ur thumb lol |
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| 13 Aug 2013 06:09 PM |
The map was uncopylocked, and I wanted a place so my friends and I could play a survival game like Survival 404 without the noobs. That is how I got this.
Do you have a problem with free models? |
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