Scripting Helpers is winding down operations and is now read-only. More info→
Ad
Log in to vote
0

Why does stuff only working in studio not work in the in-game server?

Asked by 8 years ago

I have a gun that shoots, sounds, moves, and functions well in studio test mode, but everything changes when I make a server or play in-game mode.I have a gun with an aim script that aims the gun, a mouse texture to the gun, and sounds to the gun, when I go in-game or on a server it all disappears like it's just a random tool. What's wrong with it?

Link: https://www.roblox.com/item.aspx?id=589543784 Script Below:

--local humanoid = hit.Parent:FindFirstChild("Humanoid")
--[[HeadDamage = 50
BodyDamage = 25
ArmDamage = 20]]
Gun = script.Parent
--Human = script.Parent.Parent.Humanoid.Health
Ammo1 = 12
TotalAmmo1 = 24

Numerator1 = 12
DaClassName = script.Parent.Parent.ClassName
BulletSpeed = 10
LimbDamage = 15
BodyDamage = 30
HeadDamage = 60

local GunOwner = script.Parent.Parent
local player = game.Players:GetPlayerFromCharacter(GunOwner)
local character = player.Character
local mouse = player:GetMouse()
local UserInputService = game:GetService("UserInputService")


enabled = true
-- SEMIAUTOMATIC
function Equip()
    -- slot
end
--function Equippered()
function Shoot()
    --if Human > 0 then

    if Ammo1 >= 1 and enabled == true then






        Ammo1 = Ammo1 - 1
        print(Gun.Parent.Name .. " has " .. Ammo1 .." ammo out of " .. TotalAmmo1 .. " in storage.")
        enabled = false

        local Bullet = Instance.new("Part", Gun)
        Bullet.Anchored = false
        game.Debris:AddItem(Bullet, 2)
        Bullet.Shape = "Ball"
        local mesh = Instance.new("SpecialMesh", Bullet)
        mesh.MeshType = "Sphere"
        mesh.Scale = Vector3.new(1, 1, 3)
        Bullet.Size = Vector3.new(0.1, 0.1, 0.1)
        Bullet.TopSurface = "Smooth"
        Bullet.BottomSurface = "Smooth"     
        Bullet.BrickColor = BrickColor.new()
        Bullet.CanCollide = false

        Bullet.CFrame = Gun.ShootThing.CFrame




        Bullet.CFrame = CFrame.new(Bullet.Position,mouse.Hit.p)


        local v = Instance.new("BodyVelocity", Bullet)
        v.velocity = Bullet.CFrame.lookVector * (BulletSpeed * 40)
        v.maxForce = Vector3.new(math.huge, math.huge, math.huge)

        --[[Gun.Fire.Transparency = 0.5
        wait(0.2)
        Gun.Fire.Transparency = 1]]

        --[[local PE = Instance.new("ParticleEmmitter", Bullet)
        PE.]]


        --[[Gun.GunPos = Vector3.new(1.5, 0, math.random(0.3, 1))
        wait(0.08)
        Gun.GunPos = Vector3.new(1.5, 0, 0)]]



    Gun.FireSound:Play()

    Bullet.Touched:connect(HitDamage)






    function HitDamage(Part)
            if Part.Parent:FindFirstChild("Humanoid") ~= nil then
                local player = game.Players.LocalPlayer

                --local player = Gun.Parent:GetPlayerFromCharacter()

                --[[local sound = Instance.new("Sound")
                sound.SoundId = "http://www.roblox.com/asset/?id=523817138"
                sound.Parent = player.PlayerGui]]

                if Part.Name == "Head" then
                    Part.Parent.Humanoid.Health = Part.Parent.Humanoid.Health - HeadDamage
                    mouse.Icon = "http://www.roblox.com/asset/?id=517291903"
                    player.PlayerGui.HitSound:Play()
                    Bullet:Destroy()
                end
                if Part.Name == "Right Leg" or "Left Leg" or "Right Arm" or "Left Arm" then
                    Part.Parent.Humanoid.Health = Part.Parent.Humanoid.Health - LimbDamage
                    mouse.Icon = "http://www.roblox.com/asset/?id=517291903"
                    player.PlayerGui.HitSound:Play()
                    Bullet:Destroy()
                end
                if Part.Name == "Torso" then
                    Part.Parent.Humanoid.Health = Part.Parent.Humanoid.Health - BodyDamage
                    mouse.Icon = "http://www.roblox.com/asset/?id=517291903"
                    player.PlayerGui.HitSound:Play()
                    Bullet:Destroy()
                end

            wait(0.3)
            mouse.Icon = "http://www.roblox.com/asset/?id=517269307"

                if Part.Parent.Humanoid.Health <= 0 then
                    print(GunOwner.Name .. " has just killed " .. Part.Parent.Name)
                end





            --else
                    --[[local GunShotDecalThing = Instance.new("Part", game.Workspace)
                    GunShotDecalThing.Size = Vector3.new(0.3, 0.1, 0.3)
                    GunShotDecalThing.CanCollide = false
                    GunShotDecalThing.Anchored = true
                    GunShotDecalThing.Position = Part.Position
                    GunShotDecalThing.Transparency = 1
                    local GunShotDecal = Instance.new("Decal", GunShotDecalThing)
                    GunShotDecal.Texture = "http://www.roblox.com/asset/?id=338514187"

                    wait(5)
                    GunShotDecalThing:Remove()]]


            end


end











    end

wait()
enabled = true


end







--end


--[[    
local humanoid = hit.Parent:FindFirstChild("Humanoid")
Bullet.Touched:connect(function(hit)

        if humanoid then 
        humanoid:takeDamage(10)
        end
end)]]


function Death()

if Gun.Parent == character then
    Gun.Parent = game.Workspace
    if Gun.Parent == game.Workspace then
    wait(20)
    Gun:Remove()
    end
end
end
character.Humanoid.Died:connect(Death)




local mouse = player:GetMouse()

    function OnKeyDown(key)
        key = key:lower()
            if key == "r" then
                print(player.Name .. " just clicked 'R' on the keyboard.")
                    if TotalAmmo1 > 0 then
                    print(Gun.Parent.Name .. "'s gun is reloading.")
                    enabled = false
                    wait(3)

                    -- 

                    --[[print(TotalAmmo1)
                    print(Numerator1)
                    print(Ammo1)]]

                    local AmmoMath = Ammo1+TotalAmmo1 > 12 and 12 or Ammo1+TotalAmmo1

                    TotalAmmo1 = TotalAmmo1 - (Numerator1 - Ammo1)
                    if TotalAmmo1 < 0 then
                        --AmmoMath = Ammo1+TotalAmmo1
                        TotalAmmo1 = 0
                    end
                    Ammo1 = AmmoMath --Numerator1
                    enabled = true
            else
                print(Gun.Parent.Name .. " has run out of Ammunition.")

                    end
                end
            end


function BeenEquipted(Mouse)

    Mouse.Icon = "http://www.roblox.com/asset/?id=517269307"
    local camera = game.Workspace.CurrentCamera

    mouse.Button2Down:connect(function(Mouse)
        if script.Parent.Parent.ClassName == "Model" then

            wait()

        UserInputService.MouseIconEnabled = false




        Gun.GripPos = Vector3.new(0.3, 0, 0)
        wait(0.001)

        Gun.GripPos = Vector3.new(0.7, 0.1, 0)
        wait(0.001)

        Gun.GripPos = Vector3.new(1.1, 0.2, 0)
        wait(0.001)

        Gun.GripPos =  Vector3.new(1.5, 0.3, 0)

        Gun.Parent.Humanoid.WalkSpeed = 10
        camera.FieldOfView = 60
        wait(0.001)
        camera.FieldOfView = 50
        end
    end)





    mouse.Button2Up:connect(function(Mouse)
        if script.Parent.Parent.ClassName == "Model" then
            wait()

        UserInputService.MouseIconEnabled = true
        Gun.GripPos = Vector3.new(1.5, 0.3, 0)
        wait(0.001)

        Gun.GripPos = Vector3.new(1.1, 0.2, 0)
        wait(0.001)

        Gun.GripPos = Vector3.new(0.7, 0.1, 0)
        wait(0.001)

        Gun.GripPos = Vector3.new(0.3, 0, 0)
        wait(0.001)
        Gun.Parent.Humanoid.WalkSpeed = 16
        camera.FieldOfView = 60
        wait(0.001)
        camera.FieldOfView = 70
        end



    end)

end

    function Weld(x,y)
    local W = Instance.new("Weld")
    W.Part0 = x
    W.Part1 = y
    local CJ = CFrame.new(x.Position)
    local C0 = x.CFrame:inverse()*CJ
    local C1 = y.CFrame:inverse()*CJ
    W.C0 = C0
    W.C1 = C1
    W.Parent = x
end

function Get(A)
    if A.className == "Part" then
        Weld(script.Parent.Handle, A)
        A.Anchored = false
    else
        local C = A:GetChildren()
        for i=1, #C do
        Get(C[i])
        end
    end
end

function Finale()
    Get(script.Parent)
end

function IsEquipped()
    player.CameraMode = "LockFirstPerson"

end
function IsUnEquipped()
    player.CameraMode = "Classic"

end






wait()
Tool=script.Parent
CP,Torso,g=nil,nil,nil
necko=CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
getPos=function(Pos,TorsoPos)
    return Vector3.new(Pos.x,TorsoPos.y,Pos.z)
end
Turn=function(mouse,Torso,Gyro)
    g.cframe=CFrame.new(Torso.Position,getPos(mouse.Hit.p,Torso.Position))
    offset=(Torso.Position.y-mouse.Hit.p.y)/130
    mag=(Torso.Position-mouse.Hit.p).magnitude/140
    offset=offset/mag
    neck=Torso.Neck
    neck.C0=necko*CFrame.fromEulerAnglesXYZ(offset,0,0)
    arm=Torso:FindFirstChild("Right Shoulder")
    if arm~=nil then
        arm.C0=CFrame.new(1, 0.5, 0, 0, 0, 1, -6.48200512e-007, 1.00000274, 0, -1.00000274, -6.48200512e-007, 0)*CFrame.fromEulerAnglesXYZ(0,0,-offset)
    end
end
Equi=function(mouse)
    wait(.2)    
    CP=Tool.Parent
    Torso=CP.Torso
    g=Instance.new("BodyGyro")
    g.P=18000
    g.D=600
    g.maxTorque=Vector3.new(80000,80000000,80000)*50000000000000000000000000
    g.cframe=Torso.CFrame
    g.Parent=Torso
   while true do
        if Tool.Parent.className~="Model" then
            break
        end
        Turn(mouse,Torso,g)
        wait()
    end
    Torso.Neck.C0=necko
    g:Remove()
end
Tool.Equipped:connect(Equi)

script.Parent.Equipped:connect(Finale)
script.Parent.Unequipped:connect(Finale)
Finale()

function Shot()
    Gun.ShootEnd.Mesh.Offset = Vector3.new(0, 0, 0.3)
    Gun.ShootEnd2.Mesh.Offset = Vector3.new(0, 0, 0.3)
    Gun.ShootEnd3.Mesh.Offset = Vector3.new(0, 0, 0.3)
    Gun.ShootEnd4.Mesh.Offset = Vector3.new(0, 0, 0.3)
    Gun.ShootEnd5.Mesh.Offset = Vector3.new(0, 0, 0.3)
    Gun.ShootEnd6.Mesh.Offset = Vector3.new(0, 0, 0.3)
    Gun.ShootEnd7.Mesh.Offset = Vector3.new(0, 0, 0.3)
    Gun.Color.Mesh.Offset = Vector3.new(0, 0.3, 0)

    wait(0.1)
    Gun.ShootEnd.Mesh.Offset = Vector3.new(0,0,0)
    Gun.ShootEnd2.Mesh.Offset = Vector3.new(0, 0, 0)
    Gun.ShootEnd3.Mesh.Offset = Vector3.new(0, 0, 0)
    Gun.ShootEnd4.Mesh.Offset = Vector3.new(0, 0, 0)
    Gun.ShootEnd5.Mesh.Offset = Vector3.new(0, 0, 0)
    Gun.ShootEnd6.Mesh.Offset = Vector3.new(0, 0, 0)
    Gun.ShootEnd7.Mesh.Offset = Vector3.new(0, 0, 0)
    Gun.Color.Mesh.Offset = Vector3.new(0, 0, 0)
end
Gun.Activated:connect(Shot)



mouse.KeyDown:connect(OnKeyDown)
Gun.Activated:connect(Shoot)
Gun.Equipped:connect(Equip)
--script.Parent.Equipped:connect(Equippered)
script.Parent.Equipped:connect(BeenEquipted)
script.Parent.Equipped:connect(IsEquipped)
script.Parent.Unequipped:connect(IsUnEquipped)

0
Do you have filteringEnabled under workspace properties? mastermarkus 11 — 8y
0
Studio compared to playing: In studio test (unless you run server), everything loads a bit different meaning some things may not exist as quick as others compared to server. Also, Studio test is like everything running on the client. alphawolvess 1784 — 8y
0
I tried filtering enabled, it only made the Gun impossible to equip and pick up. And it also ruined my dialog choice script that puts the gun in a player's backpack. bigbentay1610 4 — 8y

1 answer

Log in to vote
0
Answered by 8 years ago

Not trying to sound like a douche-bag here, but it's hard to help if you don't provide us with any error. Go into your game and Press F9 for developer console, and you will see the error there, thus fixing it shouldn't be that hard.

0
It didn't explain the error. bigbentay1610 4 — 8y
0
Hmm, I will try to fix it myself then in studio. LightModed 81 — 8y
Ad

Answer this question