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ScreenGUI Button script ONLY works in Studio > test?

Asked by 10 years ago

The script only works in Studio's test solo feature; not in-game.

The following code is located in a LocalScript:

function activate()

if script.Parent.Value.Value ==1 then

script.Parent.Value.Value =2


script.Parent.UI.Visible =true
script.Parent.UIcover.Visible =true
script.Parent.UIselection.Visible =true
script.Parent.OmnitrixOpen.Visible =false

script.Parent.ActivateSound:Play()





else if script.Parent.Value.Value ==2 then


script.Parent.Value.Value =3


script.Parent.UI.Visible =false
script.Parent.UIcover.Visible =false
script.Parent.UIselection.Visible =false
script.Parent.OmnitrixOpen.Visible =true

script.Parent.ScrollSound2:Play()




else if script.Parent.Value.Value ==3 then


script.Parent.Value.Value =4

script.Parent.TransformSound:Play()

script.Parent.OmnitrixGreenLight.Visible =true
script.Parent.LidGreenLight.Visible =true

script.Parent.OmnitrixGreenLight.ImageTransparency =1
script.Parent.LidGreenLight.ImageTransparency =1
wait (0.1)
script.Parent.OmnitrixGreenLight.ImageTransparency =0.75
script.Parent.LidGreenLight.ImageTransparency =0.75
wait (0.1)
script.Parent.OmnitrixGreenLight.ImageTransparency =0.5
script.Parent.LidGreenLight.ImageTransparency =0.5
wait (0.1)
script.Parent.OmnitrixGreenLight.ImageTransparency =0.25
script.Parent.LidGreenLight.ImageTransparency =0.25
wait (0.5)
script.Parent.OmnitrixGreenLight.ImageTransparency =0.25
script.Parent.LidGreenLight.ImageTransparency =0.25
wait (0.1)
script.Parent.OmnitrixGreenLight.ImageTransparency =0.5
script.Parent.LidGreenLight.ImageTransparency =0.5
wait (0.1)
script.Parent.OmnitrixGreenLight.ImageTransparency =0.75
script.Parent.LidGreenLight.ImageTransparency =0.75
wait (0.1)
script.Parent.OmnitrixGreenLight.ImageTransparency =1
script.Parent.LidGreenLight.ImageTransparency =1

script.Parent.OmnitrixGreenLight.Visible =false
script.Parent.LidGreenLight.Visible =false



else if script.Parent.Value.Value ==4 then


script.Parent.Value.Value =1

script.Parent.TransformSound:Play()

script.Parent.OmnitrixRedLight.Visible =true

script.Parent.LidRedLight.Visible =true

script.Parent.OmnitrixRedLight.ImageTransparency =1
script.Parent.LidRedLight.ImageTransparency =1
wait (0.1)
script.Parent.OmnitrixRedLight.ImageTransparency =0.75
script.Parent.LidRedLight.ImageTransparency =0.75

wait (0.1)
script.Parent.OmnitrixRedLight.ImageTransparency =0.5
script.Parent.LidRedLight.ImageTransparency =0.5

wait (0.1)
script.Parent.OmnitrixRedLight.ImageTransparency =0.25
script.Parent.LidRedLight.ImageTransparency =0.25

wait (0.5)
script.Parent.OmnitrixRedLight.ImageTransparency =0.25
script.Parent.LidRedLight.ImageTransparency =0.25

wait (0.1)
script.Parent.OmnitrixRedLight.ImageTransparency =0.5
script.Parent.LidRedLight.ImageTransparency =0.5

wait (0.1)
script.Parent.OmnitrixRedLight.ImageTransparency =0.75
script.Parent.LidRedLight.ImageTransparency =0.75

wait (0.1)
script.Parent.OmnitrixRedLight.ImageTransparency =1
script.Parent.LidRedLight.ImageTransparency =1


script.Parent.OmnitrixRedLight.Visible =false
script.Parent.OmnitrixOpen.Visible =false
script.Parent.LidRedLight.Visible =false










end
end
end
end
end










script.Parent.Activate.MouseButton1Click:connect(activate)


Do excuse my horrible script layout, gentlemen.

2 answers

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Answered by
Perci1 4988 Trusted Moderation Voter Community Moderator
10 years ago

If statements take the form of

if condition then
    outcome
else
    alternate outcome
end

As I'm sure you know, the condition will either be true or false. If it is true, the script will proceed to the original outcome, but if it is false, it will proceed to the alternate outcome. Whether or not the alternate outcome includes an if statement or not is irrelevant.

if condition then
    outcome
else
    --entire block is still 'alternate outcome';
    if condition then
        outcome
    end
end

It's the same as before; you have an outcome, and an alternate outcome. Both outcomes can have absolutely anything inside of them, but there are still essentially only two paths the script can take.

You cannot have more than one else in an if statement.

--INCORRECT;
if condition then
    outcome
else
    alternate outcome
else
    alternate outcome
end

Whether or not you have another if statement inside of those elses does not matter; there are only two possible paths the script can take, and what one of those paths include won't make a difference.


There is another keyword, however, that will allow for more outcomes; elseif.The elseif keyword is really very different from else if. It does not require any extra ends; it is still a part of the same if statement. They work simply; if the current condition is false, the script moves on to the next condition, until it finds one that is true. elseif takes the form of

if condition then
    outcome
elseif alternate condition then
    alternate outcome
elseif other alternate condition then
    other alternate outcome
end

With as many elseifs as needed.

If you just want two paths anyway, the following code is identical;

if condition then
    outcome
elseif alternate condition then
    alternate outcome
end

--EQUIVALENT TO;

if condition then
    outcome
else
    --alternate condition
    if condition then
        outcome
    end
end

However, if you need more than two main paths, you must use elseif. There can be more than one elseif, but only one else in an if statement.

0
If you're implying that I replace all the "else if"s with "elseifs", it still doesn't work. And you haven't given me an overall view on what I should change / fix. Sorry if I come across as a bit 'rude' or 'narbish'. ATropicalMango 0 — 10y
0
I gave you the correct if statement formatting. Change else if to elseif and change the number of ends to the correct amount. Although there are things that could make the code more efficient and readable, if the paths are correct then that's the only functionality problem I can see. Perci1 4988 — 10y
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Answered by
Redbullusa 1580 Moderation Voter
10 years ago
function activate()
    if script.Parent.Value.Value ==1 then
        -- Code
    else
        if script.Parent.Value.Value ==2 then
            -- Code
        else
            if script.Parent.Value.Value ==3 then
                -- Code
            else
                if script.Parent.Value.Value ==4 then
                    -- Code
                end
            end
        end
    end
end

script.Parent.Activate.MouseButton1Click:connect(activate)

This is what your code is implying. It contains very, very redundant characters and can be confusing.

A shorter way to execute the function but still can be executed the way you envisioned it is in this format using the convenient 'elseif' statement:

function activate()
    if script.Parent.Value.Value ==1 then
        -- Code
    elseif script.Parent.Value.Value ==2 then
        -- Code
    elseif script.Parent.Value.Value ==3 then
        -- Code
    elseif script.Parent.Value.Value ==4 then
        -- Code
    end
end

script.Parent.Activate.MouseButton1Click:connect(activate)

Not as messy. And all of that in two 'ends', rather than five.

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