This twitter thing works FINE (it says invalid code) but even when i type the CORRECT code it says invalid code.

1ST CODE, A SCRIPT IN WORKSPACE (REMOTE EVENT FIRED)

--1st script (remote event)
local event = game.Workspace:WaitForChild("Wait")
game.Players.PlayerAdded:connect(function(player)
	shared.TwitterStatus = false
	event:FireClient(player)
end)

2ND SCRIPT (LOCAL SCRIPT, IN SUBMIT IN A FRAME (TWITTER))

local RepStorage = game:GetService'ReplicatedStorage'

local Players = game:GetService'Players'


local Remote = workspace:WaitForChild'Wait'

local Gear = RepStorage:WaitForChild'GravityCoil'


local Button = script.Parent
local InputGui = Button.Parent:WaitForChild'Input'

local Client = Players.LocalPlayer
local Backpack = Client:WaitForChild'Backpack'


local Status = false



Remote.OnClientEvent:connect(function(Request, ...)
	Request = tostring(Request):lower()
	
	
	
	if(Request == 'test')then
		Status = not Status
	end
end)


script.Parent.MouseButton1Click:connect(function()
	if (InputGui.Text == 'Yep') and (Status == false) then
		print 'Fired'
		Gear:Clone().Parent = Backpack
		InputGui.Text = ''
		Button.Text = 'Success!'
		wait(1)
		Button.Text = 'Submit'
	else
	    InputGui.Text = 'Submit'
	Button.Text = 'Invalid Code'
	wait(1)
	Button.Text = 'Submit'
	end
end)

5 comments

0

LINE 28, Status = false. You also do not have a line that sets Status to true.

0

Where would I put the status = true part

0

Line 18, just make it true instead of false.

0

Thanks. Any way you could make it so that the coil only is given once, then it says "Invalid code?"

0

Have it then fire a remote event to the server, which then saves a datastore holding that they already entered it once. You'll also need a line to check if that datastore exists