Tripane
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| Joined: 03 Jun 2011 |
| Total Posts: 11432 |
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| 28 Jan 2015 06:38 PM |
I have a mouse.Button1Down script
it worked 100% FINE before, but now it wont do anything
I even put a print after the first like this
mouse.Button1Down:connect(function() print("Clicked.")
and it did not print anything |
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amanda
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| Joined: 21 Nov 2006 |
| Total Posts: 5925 |
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| 28 Jan 2015 06:40 PM |
it needs an end
mouse needs to be defined |
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Tripane
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| Joined: 03 Jun 2011 |
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| 28 Jan 2015 06:41 PM |
yes, and both were done already
that was just the short example |
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| 28 Jan 2015 06:43 PM |
| Does mouse have a value? try checking that. |
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Everment
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| Joined: 08 Oct 2009 |
| Total Posts: 6020 |
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| 28 Jan 2015 06:43 PM |
| Try putting a print before you do the connection. If you don't see the print in the output then you're not even connecting the event, and the problem is occurring elsewhere. |
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amanda
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| Joined: 21 Nov 2006 |
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| 28 Jan 2015 06:44 PM |
LocalScript
StarterGui
game.Players.LocalPlayer:GetMouse().Button1Down:connect(function() print("Clicked.") end) |
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Tripane
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| Joined: 03 Jun 2011 |
| Total Posts: 11432 |
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| 28 Jan 2015 07:01 PM |
@amanda
that is what I did
@the rest of you
what the heck, I just said it isn't printing when I click, that's the problem |
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Everment
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| Joined: 08 Oct 2009 |
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| 28 Jan 2015 07:03 PM |
"what the heck, I just said it isn't printing when I click, that's the problem"
Excuse me but I'm attempting to help. The problem may not be in what you've provided so I'm attempting to properly debug. What I mentioned is a common thing that is done when debugging.
That said, if the event isn't being connected to, that's why nothing happens when you click. |
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Tripane
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| Joined: 03 Jun 2011 |
| Total Posts: 11432 |
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| 28 Jan 2015 07:05 PM |
Interesting, it didn't print anything before the event either
what is the problem here? |
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| 28 Jan 2015 07:06 PM |
| The script isn't running at all, check the properties of the script to see if it is disabled. |
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Tripane
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| Joined: 03 Jun 2011 |
| Total Posts: 11432 |
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| 28 Jan 2015 07:07 PM |
yeah, no
it's not disabled
why would I have it disabled [pardon my rudeness, I'm pissed] |
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Everment
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| Joined: 08 Oct 2009 |
| Total Posts: 6020 |
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| 28 Jan 2015 07:09 PM |
"Interesting, it didn't print anything before the event either. what is the problem here?"
The script isn't getting to that line for some reason. Either it's what roberto said, the script may be Disabled, or somewhere else in the script something else is going wrong and not getting to that statement where you connect. |
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Tripane
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| Joined: 03 Jun 2011 |
| Total Posts: 11432 |
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| 28 Jan 2015 07:11 PM |
well I have a bunch of local variables but most of them are waitforchild and repeat wait()s, and they're case-correct
the script worked before anyway which is why I don't understand this predicament |
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amanda
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| Joined: 21 Nov 2006 |
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| 28 Jan 2015 07:14 PM |
my line of code works perfectly
so the only issue, as far as i can tell, is the rest of your script is messed up
copy and paste the line i said
put it at the very very top of the script
guarentee it will print if it is in a local script and in the startergui |
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Everment
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| Joined: 08 Oct 2009 |
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| 28 Jan 2015 07:18 PM |
Try printing out what they're being assigned to once waitforchild/repeat is done
ex: ``` local someObject = game.Workspace:WaitForChild("SomeObject") print(someObject) -- This'll be printed as soon as `someObject` has been found
local someOtherObject repeat wait(0) someOtherObject = game.Workspace.CurrentCamera until someOtherObject print(someOtherObject) -- Again, this'll be printed out as soon as the repeat statement is done ```
This'll help as if one of the variables doesn't print out, then you know that whatever variable didn't print out is causing the issue. |
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Tripane
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| Joined: 03 Jun 2011 |
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| 28 Jan 2015 07:18 PM |
that's not the full script, therefore isn't the full problem
it's pretty much my complaint as an understatement |
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