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

0

This is dizzy land :O

0

and your name is MasterGamer? I'm just asking a question, if you don't have an answer keep your mouth shut ;)