For rendering purposes, the Roblox parts like wedges, balls, blocks etc., are really just meshes internally and “batch” just like custom meshes do. However, because they’re a bit limited, with what you can m
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remcodesremcodes (Yix) 2025 年1 月 4 日 13:56 12 dogpoopgamenocap: PlayerJoinedEvent.OnClientEvent:Connect(function(player) local playerName = player.Name if playerName == game.Players.LocalPlayer then updates progress bar** end) Here’s the problem. When you run :FireC...
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I’m trying to set the player’s Health to their MaxHealth upon respawn. For some reason, it prints that the value of Health is 200 (the desired value) but it is still set to 100 on the client and the server. My Code: game:GetService("Players").PlayerAdded:connect(function(player)...
the kill command fires properly, but the code within it doesn’t work there arent any errors in the console Please do not ask people to write entire scripts or design entire systems for you. If you can’t answer the three questions above, you should probably pick a different category....
So What I would do is make some codes, and save it to the datastore for those each to have “their own worlds” / Versions. And/or have your custom system adaptive as needed so once you Randomly generate one, you figure out some way to save it for it to be used for your needs ...
What I would do is store all the default key binds in a table and then give the player the option to customize them using UserInputService and then just compare the key codes to see if they are equal to eachother. If so, then fire the corresponding function. local keyBinds = { shoot...
YixremcodesremcodesProgrammer 24 年 8 月 I have a round system that works very well, until the rounds actually start. The initial timer counts from 10 and when it reaches 0, the problem occurs. The round instantly ends for no apparent reason even when there are at least 2 players. No...