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These scripts don't give any errors in game. What's the problem?

Asked by 6 years ago

No errors or anything, works to some extent when tested in studio, but in game nothing happens.

---This is the Server script
game.ReplicatedStorage.ValueReturnBus.OnServerInvoke = getPose
game.ReplicatedStorage.PosingTransitor.OnServerEvent:Connect(function(plr, posing, newpose, rScript)
    print("firing")
    if posing then
        newpose:Stop()
        plr.Character.Head.Heart.Enabled = false
        plr.Character.Humanoid.WalkSpeed = 16
        posing = false
        plr.PlayerScripts.Poses.PoseOutput.Value = true
        print("stopped")
    else
        posing = true
        getPose(posing)
        local pose = math.random(1, 1)
        if pose == 1 then
            newpose = plr.Character.Humanoid:LoadAnimation(rScript.Koichi)
            newpose:Play()
            plr.Character.Head.Heart.Enabled = true
            plr.Character.Humanoid.WalkSpeed = 0
            posing = true
            plr.PlayerScripts.Poses.PoseOutput.Value = true
            print("started")
        end
    end
end)

function getPose(poz)
    return poz
end

--This is the local script
local posing = false
local newpose
local rScript = script
script.Heart.Parent = game.Players.LocalPlayer.Character.Head
if script.PoseOutput.Value == true then
    posing = game.ReplicatedStorage.ValueReturnBus:InvokeServer(posing)
    script.PoseOutput.Value = false
    print(posing)
end
game:GetService("UserInputService").InputBegan:Connect(function(but, gpe)
    if but.KeyCode == Enum.KeyCode.P and not gpe then
        game.ReplicatedStorage.PosingTransitor:FireServer(posing, newpose, rScript)
    end
end)

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