This is really strange...
The current ID of the gamepass is 2925833. It was 957014577 before. I've put the new ID (2925833) inside a script (see below), but it doesn't work... But when I put the old one (957014577), it does! What's the problem??
Link to the vehicle gamepass https://www.roblox.com/game-pass/2925833/PRE-ORDER-Plaxton-President-OPEN-TOP
Here is the script, just in case (it's a regen gamepass script).
local marketplaceservice = game:GetService("MarketplaceService") local debounce = false local model = game.ServerStorage.opentop function clicked(player) if debounce then return end -- Stops the button being clicked whilst it is deactivated debounce = true if marketplaceservice:PlayerOwnsAsset(player, 957014577) then newModel = model:Clone() newModel.Parent = workspace script.Parent.BrickColor = BrickColor.new("Really black") -- changes part colour to red to show its inactive newModel:makeJoints() -- Stops the model falling apart when it is spawned. wait(20) -- Time it takes for regen button to work again script.Parent.BrickColor = BrickColor.new("Eggplant") end debounce = false end script.Parent.ClickDetector.MouseClick:connect(clicked)
Any help would be appreciated.
Yeah, they did. Thankfully, my friend Vissequ made a script for this purpose:
local MarketplaceService = game:GetService("MarketplaceService") local Players = game:GetService("Players") local gamePassID = 000000 -- Change this to your game pass ID function onPlayerSpawned(player) local hasPass = false -- Check if the player already owns the game pass local success, message = pcall(function() hasPass = MarketplaceService:UserOwnsGamePassAsync(player.userId, gamePassID) print("Has Game Pass") end) -- If there's an error, issue a warning and exit the function if not success then warn("Error while checking if player has pass: " .. tostring(message)) return end if hasPass == true then --Under this hasPass line, and above the end marks, put what you want it to do if the player owns the gamepass end end game.Players.PlayerAdded:connect(function(player) player.CharacterAdded:connect(function() onPlayerSpawned(player) end) end) -- Connect 'PlayerAdded' events to the 'onPlayerAdded()' function Players.PlayerAdded:Connect(onPlayerSpawned)
I don't think so. If they did, the numbers would have significantly changed.