--kills player if he/she has no blood. function Check() if script.Parent.Value == 0 then game.Players.LocalPlayer.Character.Humanoid.Health = 0 end end script.Parent.Changed:connect(Check) --if bleeding is true, slowly take away script.Parent.Parent.Parent.BleedingGui.IsBleeding.Changed:connect(function() print("u gon bleed to deth") if script.Parent.Parent.Parent.BleedingGui.IsBleeding == true then script.Parent.Parent.Parent.BleedingGui.TextLabel.Visible = true for i = 1, script.Parent.Parent.Parent.BloodGui.Blood.Value do wait(1.5) game.Players.LocalPlayer.Character.Humanoid.Health = game.Players.LocalPlayer.Character.Humanoid.Health - 5 end else game.Players.LocalPlayer.Character.Humanoid.Health = game.Players.LocalPlayer.Character.Humanoid.Health script.Parent.Parent.Parent.BleedingGui.TextLabel.Visible = false end end) --keep the value the same with the GUI script.Parent.Changed:connect(function() script.Parent.Parent.TextLabel.Text = "Blood [" .. script.Parent.Value .. "]" end)
Above won't do anything if IsBleeding is set to true, and the GUI isn't keeping track of its Value. It seems as if "if" statements hate me :l
Below won't set IsBleeding to true, and the GUI isn't keeping track of the value (Like the BloodGui).
--Player hunger/energy/thirst script made by Cyotokatrov x = game.Workspace y = script.Parent for i = 1, y.Thirst.Value do wait(15) y.Thirst.Value = y.Thirst.Value - 1 script.Parent.TextLabel.Text = "Thirst [" .. script.Parent.Thirst.Value .. "]" end function a() if script.Parent.Thirst.Value == 0 then print("u ded nao boi") for i = 1, script.Parent.Parent.BloodGui.Blood.Value do wait(0.1) script.Parent.Parent.BloodGui.Blood.Value = script.Parent.Parent.BloodGui.Blood.Value - 1 end end end script.Parent.Thirst.Changed:connect(a) script.Parent.Changed:connect(function() script.Parent.Parent.TextLabel.Text = "Blood [" .. script.Parent.Value .. "]" end)
Will screenshots of the error help?