PlacablesClient: Located inside of the "HammerToolGui" basic rundown is that this script waits for a player to click a button in the gui the corresponds to what item there trying to place. The script gets the model (and its parts) and creates a clone to provide the player with a visual on where there newly placed item will be. The script looks for the mouse position and other important stuff like that and sends it off to the server as soon as the player releases their left mouse button. The server receives this info and places the actual item accordingly. There's also a rotate function inside of this script but I don't think that's causing my problem so i wont go into detail. (I know its poorly written but I'm brand new)
local PlaceEvent = game.ReplicatedStorage.PlaceableEvents.PlaceEvent
local ObjectFolder = game.ReplicatedStorage:WaitForChild("PlaceableStorage")
local Player = game.Players.LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()
local HumanoidrootPart = Character:WaitForChild("HumanoidRootPart")
local Mouse = Player:GetMouse()
local Frame = script.Parent.ItemList
local UIS = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local GUI = game.StarterGui.HammerToolGui.MainFrame
local PlacingObject = false
local RotatingObject = false
local maxPlacingDistance = 50
for i, Button in pairs (Frame:GetChildren()) do
if Button:IsA("TextButton") then
Button.MouseButton1Click:Connect(function()
local goodToPlace = false
if PlacingObject == false then
PlacingObject = true
GUI.Visible = false
local RotationAmount = 0
local PreviewObject = ObjectFolder:FindFirstChild(Button.Name):Clone()
PreviewObject.Parent = game.Workspace.PlaceableThings
for i, Parts in pairs(PreviewObject:GetDescendants()) do
if Parts:IsA("BasePart") then
Parts.Transparency = 0.5
Parts.CanCollide = false
RunService.RenderStepped:Connect(function()
local mouseRay = Mouse.UnitRay
local castRay = Ray.new(mouseRay.Origin, mouseRay.Direction * 1000)
local ignoreList = {PreviewObject}
local hit, position = workspace:FindPartOnRayWithIgnoreList(castRay, ignoreList)
if hit and (hit:IsA("Terrain") or hit.Name:lower() == "terrain") and (HumanoidrootPart.Position - Parts.Position) .Magnitude < maxPlacingDistance then
goodToPlace = true
Parts.BrickColor = BrickColor.new("Forest green")
else
goodToPlace = false
Parts.BrickColor = BrickColor.new("Crimson")
end
end)
end
end
UIS.InputBegan:Connect(function(Key, GameProcessed)
if not GameProcessed then
if Key.KeyCode == Enum.KeyCode.R then
RotatingObject = true
while RotatingObject == true do
wait()
RotationAmount +=2
end
end
end
end)
UIS.InputEnded:Connect(function(Key)
if Key.KeyCode == Enum.KeyCode.R then
RotatingObject = false
end
end)
RunService.RenderStepped:Connect(function()
if PlacingObject == true then
Mouse.TargetFilter = PreviewObject
if PreviewObject:FindFirstChild("MainPart") then
local ObjectCFrame = CFrame.new(Mouse.Hit.Position.X, Mouse.Hit.Position.Y + PreviewObject.PrimaryPart.Size.Y / 2, Mouse.Hit.Position.Z)
local ObjectAngles = CFrame.Angles(0, math.rad(RotationAmount), 0)
PreviewObject:SetPrimaryPartCFrame(ObjectCFrame * ObjectAngles)
end
end
end)
Mouse.Button1Up:Connect(function()
if PlacingObject == true then
if goodToPlace == true then
PlacingObject = false
for i, x in pairs(Player.PlayerGui.InventoryGui.Frame.Inventory.Items.Grid:GetChildren()) do
if x:IsA("Frame") and x.Name == Button.Name then
x:Destroy()
break
end
end
PlaceEvent:FireServer(PreviewObject.Name, PreviewObject.PrimaryPart.CFrame)
GUI.Visible = true
PreviewObject:Destroy()
end
end
end)
end
end)
end
end
PickupManager: Located inside of "StarterPlayerScripts" basic rundown this script works in conjunction with another system (completely separate from placables system) my inventory system. The script waits for a player to get close enough to the item on the ground and then displays a gui based on that. The script then listens for the player to press the G key to "collect" the item.
local function onInputEnded(input, mouse, player, pickupItemEvent)
if input.KeyCode == Enum.KeyCode.G then
local target = mouse.Target
if target and target:FindFirstChild("Pickable") then
local item = target
local distanceFromItem = player:DistanceFromCharacter(item.Position)
if distanceFromItem < 7 then
print(item.Name)
print(item.Desc.Value)
pickupItemEvent:FireServer(item.Name, item.Desc.Value)
print("fired to server")
item:Destroy()
end
end
end
end
local function onInputChanged(input, mouse, pickupInfoGui)
local target = mouse.Target
if target and target:FindFirstChild("Pickable") then
local item = target
pickupInfoGui.Adornee = item
pickupInfoGui.ObjectName.Text = item.Name
pickupInfoGui.Enabled = true
else
pickupInfoGui.Adornee = nil
pickupInfoGui.Enabled = false
end
end
local UIS = game:GetService("UserInputService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local PickupItem = ReplicatedStorage.InvEvents.PickUpClient
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local PlayerGui = player:WaitForChild("PlayerGui")
local PickupInfoGui = PlayerGui:WaitForChild("PickUpInfoGui")
UIS.InputChanged:Connect(function(input)
onInputChanged(input, mouse, PickupInfoGui)
end)
UIS.InputEnded:Connect(function(input)
onInputEnded(input, mouse, player, PickupItem)
end)
So now that you have all of that information I can tell you about the actual problem. When I join the game and place one of the "placables" the game will no longer allow me to pick up items, the gui to pick things up wont even display (keep in mind these to scripts do not work in conjunction with each other in any way). What's strange is if the player dies they can pick up items again but again after a "placable" is placed the player can no longer pick up items.
Anyone have any ideas?

2 comments
This is dizzy land :O
and your name is MasterGamer? I'm just asking a question, if you don't have an answer keep your mouth shut ;)