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Why is my Disguise script only disguising players as themselves?

Asked by 6 years ago

Hi, I have a game that if you're on a team, you have a GUI that lets you type someone's name. In the code is a LocalScript. The LocalScript contains:

script.Parent.FocusLost:Connect(function(enter)
    if enter then
        local player = script.Parent.Parent.Parent.Parent.Parent
        if script.Parent.Text == player.Name then
            game.ReplicatedStorage.Disguise:FireServer(player, true, 0)
        else
            local players = game.Players:GetPlayers()
            if #players > 0 then
                for i=1, #players do
                    if players[i].Name == script.Parent.Text then
                        disguise = players[i]
                    end
                end
            end

            if disguise == nil then
                script.Parent.Text = ""
                script.Parent.Parent.Title.Text = "Player not Found"
                wait(3)
                script.Parent.Parent.Title.Text = "Disguise As..."
            else
                game.ReplicatedStorage.Disguise:FireServer(player, false, disguise.CharacterAppearanceId)
            end
        end
    end
end)

script.Parent.Text = script.Parent.Parent.Parent.Parent.Parent.Name

This works perfectly fine. It called the Disguise event and a Script is listening, responding with this code:

function refresh(player)
    if player.Character ~= nil then
        local rootpart = player.Character:WaitForChild("HumanoidRootPart")
        local returnpos = rootpart.CFrame
        player:LoadCharacter()
        repeat wait() until player.Character ~= nil
        local rootpart = player.Character:WaitForChild("HumanoidRootPart")
        rootpart.CFrame = returnpos
    end
end

local function onCreatePartFired(player, selfdisguise, id)
    if selfdisguise == true then
        player.CharacterAppearanceId = "http://www.roblox.com/Asset/CharacterFetch.ashx?userId="..player.UserId
    end
    if selfdisguise == false then
        player.CharacterAppearanceId = "http://www.roblox.com/Asset/CharacterFetch.ashx?userId="..id
    end
    refresh(player)
end

game.ReplicatedStorage.Disguise.OnServerEvent:Connect(onCreatePartFired)

And another piece of script in the character that will appropriately change your name depending on who you're disguised as (and also if you're even disguised at all):

v = game.Players:GetPlayerFromCharacter(script.Parent)
for a, mod in pairs(v.Character:children()) do
    if mod:findFirstChild("NameTag") then
        v.Character.Head.Transparency = 0 mod:Destroy()
    end
end

repeat wait() until v.Character ~= nil


local char = v.Character
local mod = Instance.new("Model", char)
if (string.sub(v.CharacterAppearanceId, 56) == 0 or string.sub(v.CharacterAppearanceId, 56) == v.UserId) then
    mod.Name = v.Name
else
    players = game.Players:GetPlayers()
    disguise = ""
    if #players > 0 then
        for i=1, #players do
            if players[i].UserId == string.sub(v.CharacterAppearanceId, 56) then
                disguise = players[i].Name
            end
        end
    end
    if disguise == "" then
        mod.Name = "(Player you disguised as has left the game. Reverting to normal name.)"
    else
        mod.Name = disguise
    end
end
local cl = char.Head:Clone()
cl.Parent = mod

local hum = Instance.new("Humanoid", mod)
hum.Name = "NameTag"
hum.MaxHealth = 0
hum.Health = 0

local weld = Instance.new("Weld", cl) weld.Part0 = cl weld.Part1 = char.Head
char.Head.Transparency = 1

if disguise == "" then
    wait(6)
    mod.Name = v.Name
end
wait(1)
script:Destroy()

However, when this script is ran, the player either has the:

mod.Name = "(Player you disguised as has left the game. Reverting to normal name.)"

line run on them even though they're not disguised when it does, and when disguising the player keeps their actual avatar, with the naming part working correctly. I believe this is an issue with Studio, however after testing in actual game servers I'm noticing the problem's glaring there. Does anyone know what's happening?

1
The first parameter of OnServerEvent is automatically the player who fired the event, therefore you don't need to do :FireServer(player, true, 0) and instead may do :FireServer(true, 0) Vulkarin 581 — 6y
0
Thanks @Vulkarin... This may sound weird but that actually fixes my script. Is there a way I can accept your answer? KicksForTricks56 36 — 6y

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