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I Managed To Fail This Keybind Script --- How?

Asked by 9 years ago

The goal of this is to make it so that if you're in a zone, it'll give you an option to open the door by pressing Q. This works fine on Studio, but FAILS on the game. This is my script:

S1 = script.Parent.Sensors.S1
S2 = script.Parent.Sensors.S2
Door = script.Parent.Door
ST = script.Parent.Sensors.SensorTop
SF = script.Parent.Sensors.FloorSensor
_G.ActionGUIs = game.ReplicatedStorage.ActionGUIs

function Animate()

end

EntranceDoorDebounce = false
_G["OpenEntranceDoor"] = function ()
    if not EntranceDoorDebounce then
        EntranceDoorDebounce = true
        Door.BodyVelocity.velocity = Vector3.new(0, 2,0)
        ST.Touched:connect(function (hit)
            if hit.Name == "Door" then
                wait(3)
                hit.BodyVelocity.velocity = Vector3.new(0, -2, 0)
                SF.Touched:connect(function (hit)
                    if hit.Name == "Door" then
                        EntranceDoorDebounce = false
                    end
                end)
            end
        end)
    end
end

function DealHotkey(hit)
    if not hit.Parent:FindFirstChild("Humanoid") then return end
    local Player = hit.Parent
    Player.Actions.Action.CanDoAction.Value = true
    Player.Actions.Action.ActionType.Value = "EntranceDoor"
    local newGUI = _G.ActionGUIs.OpenDoorGUI:Clone()
    newGUI.Parent = game.Players:FindFirstChild(Player.Name).PlayerGui
end

function DealHotkey2(hit)
    if not hit.Parent:FindFirstChild("Humanoid") then return end
    local Player = hit.Parent
    Player.Actions.Action.CanDoAction.Value = false
    Player.Actions.Action.ActionType.Value = ""
    local datGUI = game.Players:FindFirstChild(Player.Name)
    if not datGUI.PlayerGui:FindFirstChild("OpenDoorGUI") then return end
    datGUI.PlayerGui.OpenDoorGUI:Destroy()
end

S1.Touched:connect(DealHotkey)
S2.Touched:connect(DealHotkey)
S1.TouchEnded:connect(DealHotkey2)
S2.TouchEnded:connect(DealHotkey2)

And the script that calls the actual door movement is located in the player, this is it:

local player = game.Players.LocalPlayer
local m = player:GetMouse()

m.KeyDown:connect(function (key)
    if key == "q" then
        if script.Action.CanDoAction.Value == false then return end
        if script.Action.CanDoAction.Value == true then
            local ActionType = script.Action.ActionType.Value
            if ActionType == "EntranceDoor" then
                _G.OpenEntranceDoor()
            end
        end
    end
end)

If you know what I've stuffed up, please respond. Thanks in advance.

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Is your second script a LocalScript? Sublimus 992 — 9y
0
Yes, it is. SquirreIOnToast 309 — 9y
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So is the Gui displaying and when you press Q nothing happens or is nothing displaying at all? Sublimus 992 — 9y
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What is happening is EVERYTHING is working except the actual door movement. I'm also pretty certain it may not be reading the values correctly. SquirreIOnToast 309 — 9y
View all comments (2 more)
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Hit detection works, taking the GUI away and putting it in works, but the only thing wrong is the moving of the door. SquirreIOnToast 309 — 9y
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This is the game I'm using it in. http://www.roblox.com/--place?id=104698139 SquirreIOnToast 309 — 9y

1 answer

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Answered by
MrNicNac 855 Moderation Voter
9 years ago

You're trying to use a _G function that was made on the server from the client. Since everything is local in solo mode, this isn't an issue there. However, there are separate script context instances made when a client connects (else your client script would have to wait until they connect to the server to start running).

Basically, your _G function doesn't exist in the context of the LocalScript.

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Ah, so do I have to clone another script and call that one from the LocalScript or do I have to move the whole function over? SquirreIOnToast 309 — 9y
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Ah, nevermind. I just moved the door script over to the LocalScript, now it calls fine. Thanks for your time! SquirreIOnToast 309 — 9y
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