Here is a clearer version of the Datastore issue. Any solutions?
local RunService = game:GetService("RunService");
local LocalPlayer = game:GetService("Players").LocalPlayer;
game:GetService("ReplicatedStorage"):WaitForChild("Events", 25):WaitForChild("GUI", 25).OnClientEvent:Connect(function(p1)
local u3 = 0;
local u4 = 0.5;
local CurrentCamera = workspace.CurrentCamera;
local mathsin = math.sin;
local u7 = 3;
local mathrad = math.rad;
local mathcos = math.cos;
RunService:BindToRenderStep("CameraWobbleNuke", 201, function()
u3 = u3 + u4;
CurrentCamera.CFrame = CurrentCamera.CFrame * CFrame.Angles(mathrad(mathsin(u3) * u7 * 0.4), mathrad(mathcos(u3) * u7 * 0.4), mathrad(mathsin(u3) * u7 * 1.4));
script.NukeWarning.Volume = math.min(0.75, script.NukeWarning.Volume + 0.005);
end);
game.StarterGui:SetCore("ChatMakeSystemMessage", {
Text = "[SERVER] " .. p1 .. " has launched a NUKE!",
Color = Color3.fromRGB(255, 0, 0),
Font = Enum.Font.SourceSansBold,
FontSize = Enum.FontSize.Size36
});
script.NukeWarning:Play();
local v1 = script.NukeDisplay:Clone();
v1:WaitForChild("PlayerName").Value = p1;
v1.Parent = LocalPlayer.PlayerGui;
for v2 = 0, 1, 0.01 do
u4 = v2 * 0.5;
wait();
end;
wait(4);
u4 = 0.75;
u7 = 4;
local v3 = script.Blur:Clone();
local v4 = script.ColorCorrection:Clone();
v3.Parent = game.Lighting;
v4.Parent = game.Lighting;
script.NukeWarning:Stop();
script.Explosion:Play();
if v1 and v1.Parent then
v1.Flash:Fire(1, 0, -0.02);
end;
for v5 = 0, 1, 0.05 do
v3.Size = v5 * 20;
v4.Brightness = v5;
wait();
end;
wait(1);
script.Ringing:Play();
wait(4);
u4 = 0.25;
if v1 and v1.Parent then
v1.Flash:Fire(0, 1, 0.01);
end;
for v6 = 1, 0, -0.01 do
v3.Size = v6 * 20;
v4.Brightness = v6;
u7 = v6 * 4;
wait();
end;
game.Debris:AddItem(v1, 0.01);
v3:Destroy();
v4:Destroy();
RunService:UnbindFromRenderStep("CameraWobbleNuke");
wait(1);
for v7 = 0, 0.5, 0.01 do
wait();
end;
end);