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
LINE 28, Status = false. You also do not have a line that sets Status to true.
Where would I put the status = true part
Line 18, just make it true instead of false.
Thanks. Any way you could make it so that the coil only is given once, then it says "Invalid code?"
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