I'm scripting a lawn-mowing game and I've come across a problem. So every time I cut the grass(trawa) the IntValue goes up by 1. It works fine when it is assigned to a pick-up object and the points go straight to Player's Inventory folder:
local trawa = script.Parent local function collect(otherPart) local player = game.Players:FindFirstChild(otherPart.Parent.Name) if player then local trawaType = trawa.Name local trawaStat = player.Inventory:FindFirstChild(trawaType) if trawaStat then trawa:Destroy() trawaStat.Value = trawaStat.Value + 1 end end end trawa.Touched:Connect(collect)
So that script works fine, but that's not the way I want it to work. I want the points to be assigned directly after cutting grass, not after I collect a pick-up it drops. So I changed the script above so that the points are assigned to the tool's inventory and then are copied to player's inventory.
local trawa = script.Parent local function onTouch(otherPart) local tool = otherPart.Parent if tool:IsA('Tool') and tool.Kosa.Value == true then trawa.Parent = nil local trawaType = trawa.Name local trawaStat = tool.Inventory:FindFirstChild(trawaType) trawaStat.Value = trawaStat.Value + 1 print(trawaStat.Value) wait(3) trawa.Parent = workspace end end trawa.Touched:Connect(onTouch)
The value does indeed change because it goes up when I print it, but it's not changing in the properties and is not registered by other scripts, because it's not copied to player's inventory. Then this is the script in ServerScriptService that should transfer points from the tool to player:
local starter = game:GetService("StarterPack") local tool = starter:FindFirstChildWhichIsA('Tool') local player = game:GetService("Players").LocalPlayer function points(player) player.Inventory.Trawa2.Value = player.Inventory.Trawa2.Value + tool.Inventory.Trawa2.Value tool.Inventory.Trawa2.Value = 0 end tool.Inventory.Trawa2.Changed:Connect(points)
Changing IntValue to NumberValue doesn't solve the problem.
you cant get a player from a server script , local player = game.Players.LocalPlayer will return "nil" , this scripts is full of errors ,I recommand you to start a new one and well oraganise it ,go learn about remote events and server/client boundary too, cuz for example if you insert a new part to workspace using a local script , the player that own the local script will see the part but the server and the other players wont see it so same thing for values and everything else.
Solved the problem myself and it works even better than I expected. The points go straight to the player's inventory. I found out that you can use GetPlayerFromCharacter, because the tool is parented to the character when equipped.
local trawa = script.Parent local players = game:GetService("Players") local function onTouch(otherPart) local tool = otherPart.Parent local player = players:GetPlayerFromCharacter(tool.Parent) if tool:IsA('Tool') and tool.Kosa.Value == true then trawa.Parent = nil local trawaType = trawa.Name local trawaStat = player.Inventory:FindFirstChild(trawaType) if trawaStat then trawaStat.Value = trawaStat.Value + 1 end print(trawaStat.Value) wait(3) trawa.Parent = workspace end end trawa.Touched:Connect(onTouch)