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Stamina Bar is Tweening Past Maximum Stamina?

Asked by
T0XN 276 Moderation Voter
6 years ago
Edited 6 years ago

I've made an FE compatible sprinting GUI that depletes when the user holds LeftShift. When the sprinting RE is fired to the server, the player's speed is changed to 24 when sprinting, and back to 16 otherwise.

Now, there are two problems that I'm having here with this script:

1) For some reason the bar depletes faster in-game rather than in test mode. I've come up with a work around by increasing the time it takes to deplete, but I'm still not sure why this happens.

2) The stamina bar always moves up to 101 stamina rather than the preferred 100 even when I've made checks to see if the bar should replete only when currentStamina < maxStamina. Note that this occurs both in-game and in test mode.

CLIENT:

local players = game:GetService('Players')
local replicatedStorage = game:GetService('ReplicatedStorage')
local userInputService = game:GetService('UserInputService')

local player = players.LocalPlayer
local character = player.Character or player.CharacterAdded:wait()
local humanoid = character:WaitForChild('Humanoid')

local playerGui = player:WaitForChild('PlayerGui')
local gui = playerGui:WaitForChild('GUI')

local events = replicatedStorage:WaitForChild('Events')

local staminaGui = gui:WaitForChild('Stamina')
local staminaBar = staminaGui:WaitForChild('Frame'):WaitForChild('Frame')
local staminaEvent = events:WaitForChild('Stamina_Event')

local currStamina = 100

function updateStamina()
    staminaBar:TweenSize(UDim2.new(currStamina / 100, 0, 0.5, 0), 'Out', 'Quad', 0.1)
end

userInputService.InputBegan:Connect(function(input, event)
    if event or currStamina <= 0 then
        return
    end
    if input.KeyCode.Name == 'LeftShift' then
        staminaEvent:FireServer('sprint', 24)
        repeat
            if humanoid.MoveDirection.Magnitude > 0.1 then
                currStamina = currStamina - 1
                updateStamina()
            end
            wait()
        until not userInputService:IsKeyDown(Enum.KeyCode.LeftShift) or currStamina <= 0
        staminaEvent:FireServer('sprint', 16)
        if currStamina <= 0 then
            wait(2)
        else
            wait(1)
        end
        while not userInputService:IsKeyDown(Enum.KeyCode.LeftShift) and currStamina < 100 do
            currStamina = currStamina + 1
            updateStamina()
            wait(0.4)
        end
    end
end)

SERVER:

events:WaitForChild('Stamina_Event').OnServerEvent:Connect(function(player, request, data)
    if request == 'sprint' then
        player.Character.Humanoid.WalkSpeed = data
    end
end)
0
`currStamina = math.min(currStamina+1, 100)`? TheeDeathCaster 2368 — 6y
0
I discovered that the value stays 100 with your method, but the GUI still tweens further than normal. T0XN 276 — 6y

2 answers

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0
Answered by
T0XN 276 Moderation Voter
6 years ago
Edited 6 years ago

To anyone else who may be wondering how to fix an issue such as this, I have solved my problem by deciding to make the GUI with Offset instead of Scale. I believe that Roblox is having issues scaling the size of the GUI with what the actual stam bar supposed to tween to. Now that I think of it, it probably wasn't a good idea to use Scale and an AspectRatioConstraint because of how thin the bar gets with smaller screens than my own.

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0
Answered by
8_zn 21
6 years ago

This is the best I can do tell me if it works!

local players = game:GetService('Players')
local replicatedStorage = game:GetService('ReplicatedStorage')
local userInputService = game:GetService('UserInputService')

local player = players.LocalPlayer
local character = player.Character or player.CharacterAdded:wait()
local humanoid = character:WaitForChild('Humanoid')

local playerGui = player:WaitForChild('PlayerGui')
local gui = playerGui:WaitForChild('GUI')

local events = replicatedStorage:WaitForChild('Events')

local staminaGui = gui:WaitForChild('Stamina')
local staminaBar = staminaGui:WaitForChild('Frame'):WaitForChild('Frame')
local staminaEvent = events:WaitForChild('Stamina_Event')

local currStamina = 100

function updateStamina()
    staminaBar:TweenSize(UDim2.new(currStamina / 100, 0, 0.5, 0), 'Out', 'Quad', 0.1)
end

userInputService.InputBegan:Connect(function(input, event)
    if event or currStamina <= 0 then
        return
    end
    if input.KeyCode.Name == 'LeftShift' then
        staminaEvent:FireServer('sprint', 24)
        repeat
            if humanoid.MoveDirection.Magnitude > 0.1 then
                currStamina = currStamina - 1
                updateStamina()
            end
            wait()
        until not userInputService:IsKeyDown(Enum.KeyCode.LeftShift) or currStamina <= 0
        staminaEvent:FireServer('sprint', 16)
        if currStamina <= 0 then
            wait(2)
        else
            wait(1)
        end
        while not userInputService:IsKeyDown(Enum.KeyCode.LeftShift) and currStamina < 100 do
            currStamina = currStamina + 1
            updateStamina()
            wait(0.4)
        if currStamina > 100 then
        currStamina = 100
        updateStamina()
        end
    end
end)

Hope this works!

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