kaddad14
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| Joined: 13 Apr 2013 |
| Total Posts: 649 |
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| 01 Mar 2016 02:26 PM |
| Well I got like two scripts and they work just fine in studios, yet when I publish the game and test it out there, they don't work. I have no clue what could be happening or why. I tried placing them in local scripts and that didn't work. I tried renaming them and it still didn't work. I have no clue what to do. Please help. (If you want to see the scripts just ask, although I am pretty sure the issue is not with my scripts, although it could be) |
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| 01 Mar 2016 02:45 PM |
| this goes in the Scripters subforum but yes post code |
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kaddad14
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| Joined: 13 Apr 2013 |
| Total Posts: 649 |
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| 01 Mar 2016 05:18 PM |
| Oh ok, also whats post code? |
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kaddad14
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| Joined: 13 Apr 2013 |
| Total Posts: 649 |
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| 01 Mar 2016 05:23 PM |
Oh, sorry was confused by your grammar.
Pause-- script.Parent.CharS1.MouseButton1Click:connect(function() script.Parent.D3.Value.Value = 1 script.Parent.CharS2.Visible = true script.Parent.CharS1.Visible = false wait(.001) script.Parent.Pause.Disabled = true script.Parent.Unpause.Disabled = false end)
UnPause-- script.Parent.CharS2.MouseButton1Click:connect(function() script.Parent.D3.Value.Value = 0 script.Parent.CharS1.Visible = true script.Parent.CharS2.Visible = false wait(.001) script.Parent.UnPause.Disabled = true script.Parent.Pause.Disabled = false end)
StarterGui-- Inventory-- Frame-- D3 (the parent of Pause and UnPause) Value Pause UnPause CharS1 (textbutten) CharS2 (textbutten) |
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| 01 Mar 2016 05:26 PM |
| ok yeah this should indeed be a localscript. are there any errors |
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kaddad14
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| Joined: 13 Apr 2013 |
| Total Posts: 649 |
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| 01 Mar 2016 05:28 PM |
| No errors (I'm pretty sure, Roblox doesnt underline anything), and I changed the scripts to locals and they still don't work. |
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kaddad14
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| Joined: 13 Apr 2013 |
| Total Posts: 649 |
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| 01 Mar 2016 05:32 PM |
Ok I figured out that and now it works, but I have the same problem with another script. This one is a 3D gui that uses a Module3D by this guy CloneTrooper1019, 2014
module3D = require(script.Parent.Module3D) frame = script.Parent.Frame guy = game.Workspace.Guy
model3D = module3D:Attach3D(frame,guy)
model3D:SetActive(true)
game:GetService("RunService").RenderStepped:connect(function () -- 60 FPS local fullRotation = math.pi*2 -- 360 degrees in radians local currentRotation = tick()%fullRotation while script.Parent.Value.Value == 0 do model3D:SetCFrame(CFrame.Angles(0,currentRotation,0)) wait() end end)
This appears in studios but when I play my game it doesnt appear.
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MutigenHD
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| Joined: 28 Aug 2014 |
| Total Posts: 516 |
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| 01 Mar 2016 05:41 PM |
That's in a LocalScript right? RenderStepped is only accessible by Local Scripts.
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kaddad14
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| Joined: 13 Apr 2013 |
| Total Posts: 649 |
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| 01 Mar 2016 06:49 PM |
| Yes it is, also I managed to figure out why it was doing it, thx everyone! |
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kaddad14
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| Joined: 13 Apr 2013 |
| Total Posts: 649 |
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| 01 Mar 2016 07:43 PM |
Darn, I added some script changes (everything is local, except Module3D) and now it doesnt work again. The gui opens and works in roblox studios but doesn't work in game. When I anylze the script in game it says that Module3D and CharS1 are not valid members of Frame. Heres the situation StarterGui-- Inventory Main(the overall frame) D3 (subframe that holds the problem) Pause (makes the 3D gui stop rotating) UnPause (makes the 3D gui rotate again) Module3D (CloneTrooper1019, 2014) D3 (uses Module3D to create a 3D gui and place it in Frame, also has rotation of gui) Frame (is the 3D gui) CharS1 (Clicking this activates Pause) CharS2 (Clicking this activates UnPause)
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kaddad14
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| Joined: 13 Apr 2013 |
| Total Posts: 649 |
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