I am trying to make an RPG game but I have a few scripts that work in studio but not in a server. One script is a sword animation for swinging. It swings perfectly in the studio and it is my own animation. It has the animation inside it and it is in a tool in the starter pack. Here is the code:
repeat wait() until game.Players.LocalPlayer.Character
local CanAttack = true
script.Parent.DamagePart.Touched:connect(function(p)
if script.Parent.CanDamage.Value == true then
script.Parent.CanDamage.Value = false
game.Workspace.Rouge.Humanoid:TakeDamage(math.random(3,10))
end
end)
script.Parent.Activated:connect(function()
local attack = script.Parent.Parent.Humanoid:LoadAnimation(script.Attack)
if CanAttack == true then
attack:Play()
CanAttack = false
wait(0.5)
attack:Stop()
CanAttack = true
script.Parent.CanDamage.Value = true
end
end)
Another code is for a mob damaging you on contact. It is a normal script in the mob named "Rouge".
repeat wait() until game.Players.LocalPlayer.Character
players = nil; --Where we are going to store all the players
dummy = game.Workspace.Rouge; --Dummy reference
currentPlayerFollowing = nil; --The current player the zombie is following
damage = 2; --Change this for more damage if you want
function touched(hit)
--pcall allows for errors to be disregarded so you don't have to worry about random output errors
if pcall(function() if hit.Parent.Humanoid ~= nil then end end) then --If the character's health storage is there
pcall(function() hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - damage end); --Do damage
end
end
Please help me if you can!

6 comments
Can you edit your question to where I can actually see the code correctly please?
Is your script a LocalScript or a Script? If it is a LocalScript then you can't use
game.Players.LocalPlayersin a server Script, only a LocalScript.Please edit your question and add the scripts in a code block.
how do i put it in a code block?
nevermind i figured it out
the first script is a local script and the second is a server script