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| 06 Feb 2016 10:19 AM |
local checkIfActive = game.ReplicatedStorage.CheckIfOreActive checkIfActive.OnServerEvent:connect(function(player,part) if part.Active.Value == true then return nil else part.Active.Value = true game.ReplicatedStorage.OreIsGood:InvokeClient(player) end end)
if the 3rd line is true it won't work ever again
also, it will work on any brick until I try it on one that has the "Active" value set to true
I guess what I need is a way for it not to invoke the client if nil without breaking it
#Code print("Narwhals are our future") |
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Csharp0
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| Joined: 05 Mar 2015 |
| Total Posts: 261 |
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| 06 Feb 2016 10:26 AM |
"Post any console errors?"
none
the event basically won't fire again if Active == true
#Code print("Narwhals are our future") |
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| 06 Feb 2016 10:40 AM |
.
#Code print("Narwhals are our future") |
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| 06 Feb 2016 11:13 AM |
did it a diff way and solved my problem
#Code print("Narwhals are our future") |
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| 06 Feb 2016 11:39 AM |
"if part.Active.Value == true then return nil else"
if part.Active.Value ~= true then
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