Reshaped
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| 05 Mar 2014 04:21 PM |
Not in the actual game. I've looked through all of it's properties and everything seems to be functioning correctly because again, it's working in studio but not in the actual game? Can anyone figure the problem please?
http://www.roblox.com/Snow-Gui-of-Fails-item?id=148450562
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| 05 Mar 2014 04:23 PM |
If the code isn't already in a local script, put it in one.
Add a wait(1) to the top.
That usually fixes the errors.
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Avorable
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| Joined: 05 Jan 2014 |
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| 05 Mar 2014 04:24 PM |
Try putting it in a LocalScript if possible.
Usually when something like this goes wrong, you've put something in a normal script that can only be done in a LocalScript (or vice versa) |
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| 05 Mar 2014 04:25 PM |
Btw, sorry this is the free gui
http://www.roblox.com/SNOW-OMG-item?id=148450976
And to everyone, apparently it is a local script :(
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YumERAGON
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Avorable
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| Joined: 05 Jan 2014 |
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| 05 Mar 2014 04:27 PM |
>>OP Do you know how to make it output to a GUI? I'll make one, but it will take some time. |
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| 05 Mar 2014 04:28 PM |
Install Remote Error Monitoring: http://www.roblox.com/Remote-Error-Monitoring-System-item?id=65774258
It will allow you to see if the code is erroring while you are playing online. Instructions for install are inside the code. |
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| 05 Mar 2014 04:28 PM |
Heh, no sorry Av. I'm terrible with gui's, it's just that this snow gui is able to snow but when you enter a place, the snow goes away and that's why I need this to be working.
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| 05 Mar 2014 04:36 PM |
Everything is working properly... IDK qq
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Avorable
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| 05 Mar 2014 04:40 PM |
>>OP Even what you reset your character?
If you've already tried that and the code isn't that long, maybe post it here? |
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| 05 Mar 2014 05:03 PM |
Reseting and everything. Like I said, it's working in test but not in the actual game.
totalParticles = 35 -- This controls the total number of snowflakes on the screen. Increase for more intense snow, but probably more lag. If you need less lag, decrease this number.
sizeMin = 5 -- This and the variable below it control the variation in radius of the snowflakes. sizeMax = 20
veloXMin = -20 -- These two variables control the left/right velocity variation of the snowflakes. veloXMax = 20
veloYMin = 20 -- These variables control the variation in how fast the snowflakes fall down. Make sure these variables are positive, otherwise the snow will float up! veloYMax = 50
function findHighestBrickInPlayer(char) local brick = nil function check(part) if part.className == "Part" or part.className == "WedgePart" then if brick == nil or part.CFrame.y > brick.CFrame.y then brick = part end elseif part.className == "Hat" or part.className == "Model" then for i,child in pairs(part:getChildren()) do check(child) end end end check(char) return brick end
function isExposed(brick) local testray = Ray.new(brick.Position, Vector3.new(0,999,0)) local part, pos = workspace:findPartOnRay(testray, brick) if part == nil then return true end return false end
local particles = {}
function createParticle(pos, velo, size) local particle = script.SnowParticle:clone() particle.Position = pos particle.VelocityX.Value = velo.X particle.VelocityY.Value = velo.Y particle.Visible = false particle.Size = UDim2.new(0, size, 0, size) particle.Parent = script.Parent return particle end
while true do if script.Parent.AbsoluteSize.X ~= 0 then break end wait() end for i=1, totalParticles do local basepart = createParticle(UDim2.new(0, math.random(0, script.Parent.AbsoluteSize.X - script.SnowParticle.Size.X.Offset), 0, math.random(-(2*script.SnowParticle.Size.Y.Offset), -(1*script.SnowParticle.Size.Y.Offset))), Vector2.new(math.random(veloXMin, veloXMax), math.random(veloYMin, veloYMax)), math.random(sizeMin, sizeMax)) table.insert(particles, basepart) end
while true do for i,particle in pairs(particles) do if (particle.Position.Y.Offset <= script.Parent.AbsoluteSize.Y) --[[or (particle.Position.Y.Offset > 0 and particle.Position.Y.Offset <= script.Parent.AbsoluteSize.Y and not exposed)]] then particle.Position = UDim2.new(particle.Position.X.Scale, particle.Position.X.Offset + particle.VelocityX.Value/2, particle.Position.Y.Scale, particle.Position.Y.Offset + particle.VelocityY.Value/2) else if isExposed(findHighestBrickInPlayer(game.Players.LocalPlayer.Character)) then particle.Visible = true else particle.Visible = false end particle.Position = UDim2.new(0, math.random(0, script.Parent.AbsoluteSize.X - particle.Size.X.Offset), 0, -particle.Size.Y.Offset) particle.VelocityX.Value = math.random(veloXMin, veloXMax) particle.VelocityY.Value = math.random(veloYMin, veloYMax) end end wait() end
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| 05 Mar 2014 06:17 PM |
B1?
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| 05 Mar 2014 07:23 PM |
Can no one help me?
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| 05 Mar 2014 10:18 PM |
:(
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