I can't find these bugs, hoping you guys will be able to. This is in a Local Script, in the Player's PlayerGui
A - It won't show notes upon aiming at doors, though if E is press, acts like normal (Still no note) B - Won't Examine objects
Here is an image of the Hierarchy - http://prntscr.com/3cg8fm
wait(.1)
local Player=game.Players.LocalPlayer
repeat wait() until Player.Character and Player.PlayerGui
local Camera=workspace.CurrentCamera
local Mouse=Player:GetMouse()
local Gui=Instance.new("ScreenGui",Player.PlayerGui) Gui.Name="Target" local T=Instance.new("TextLabel",Gui) T.Size=UDim2.new(1,0,.035,0) T.Position=UDim2.new(0,0,.7,0) T.Text="" T.TextColor3=Color3.new(255,255,255) T.TextWrapped=true T.TextScaled=true T.BackgroundTransparency=1
local Enabled=true
local Crouching=false
Player.CameraMode="LockFirstPerson"
Player.Character.Humanoid.WalkSpeed=12
for i,v in pairs(Player.Character:GetChildren()) do
if v.ClassName=="Part" then
v.Transparency=1
elseif v.ClassName=="Pants" or v.ClassName=="Shirt" or v.ClassName=="Hat" or v.ClassName=="CharacterMesh" then
v.Parent=nil
end
end
Mouse.Move:connect(function()
local Target=Mouse.Target
if Target~=nil then
Target=Target.Parent
if Target==nil then return end
Target=Target.Parent
if Target==nil then return end
local Mag=9
if Target.Name=="Door" then
Mag=(Player.Character.Torso.Position-Target.Main.Position).magnitude
elseif Target.Name=="Examine" then
Mag=(Player.Character.Torso.Position-Target.Body.Torso.Position).magnitude
end
if Mag<=8 then
if Target.Name~="Examine" and Target.Name~="Door" then return end
if Enabled==false then return end
if Target.Name=="Examine" and Target.Examinable.Value==false then return end
T.Text="Press E to "..Target.Type.Value.."..."
elseif Mag>8 then
if Enabled==false then return end
T.Text=""
end
elseif Target==nil then
if Enabled==false then return end
T.Text=""
end
end)
Mouse.KeyDown:connect(function(k)
k=k:lower()
if k=="e" then
if Enabled==false then return end
local Target=Mouse.Target
if Target==nil then return end
Target=Target.Parent
if Target==nil then return end
local Mag=9
if Target.Name=="Door" then
Mag=(Player.Character.Torso.Position-Target.Main.Position).magnitude
elseif Target.Name=="Examine" then
Mag=(Player.Character.Torso.Position-Target.Body.Torso.Position).magnitude
end
local N=Target.Parent.Name
if Mag<=8 then
if N=="Examine" then
Target=Target.Parent
if Target.Examinable.Value==false then return end
Enabled=false
Camera.CameraType="Scriptable"
Camera.CameraSubject=Target
Camera.CoordinateFrame=Target.Cam.CFrame
Camera.Focus=Target.Body.Torso.CFrame
Player.Character.Humanoid.WalkSpeed=0
T.Text=Target.Text.Value
for i,v in pairs(Target.Items:GetChildren()) do
local C=game.ReplicatedStorage:FindFirstChild(v.Value)
if C~=nil then
C=C:Clone()
local C1=C:Clone()
C.Parent=Player.StarterGear
C1.Parent=Player.Backpack
for k,l in pairs(C:GetChildren()) do
if l.ClassName=="Part" then
l.Anchored=false
end
end
for k,l in pairs(C1:GetChildren()) do
if l.ClassName=="Part" then
l.Anchored=false
end
end
end
v.Parent=nil
end
Target.Rem.Parent=nil
wait(2)
Camera.CameraType="Custom"
Camera.CameraSubject=Player.Character.Humanoid
Player.Character.Humanoid.WalkSpeed=12
T.Text=""
Target.Examinable.Value=false
Enabled=true
elseif Target.Name=="Door" then
if Target.Lock.Value==true then
Enabled=false
T.Text="This door is locked! Find a key to open it."
wait(2)
Enabled=true
return
end
if Target.Open.Value==true then return end
Target.Open.Value=true
for i=1,78 do
wait()
Target.Main.CFrame=Target.CFrame*CFrame.new(0,-.1,0)
end
wait(2)
for i=1,78 do
wait()
Target.Main.CFrame=Target.CFrame*CFrame.new(0,.1,0)
end
wait(1)
Target.Open.Value=false
end
end
elseif k=="c" then
if Crouching==false then
--_G.Crouch(true)
Crouching=true
elseif Crouching==true then
--_G.Crouch(false)
Crouching=false
end
end
end)
Mouse.Button1Down:connect(function()
local Target=Mouse.Target
if Target==nil then return end
Target=Target.Parent
if Target==nil then return end
Target=Target.Parent
if Target==nil then return end
if Player.Character:FindFirstChild("Key") then
if Target.Name=="Door" then
if Target.Lock.Value==true then
if Player.Character.Key.Handle.BrickColor==Target.DoorColor.Value then
Enabled=false
T.Text="Successfully opened door!"
Target.Lock.Value=false
Player.Character.Key.Parent=nil
wait(1.5)
Enabled=true
T.Text=""
elseif Player.Character.Key.Handle.BrickColor~=Target.DoorColor.Value then
Enabled=false
T.Text="This key does not fit the keyhole!"
wait(1.5)
Enabled=true
T.Text=""
end
end
end
end
end)
