In my game, I have a few notes you can find. But when you find one, and step on it to activate it and bring up the text, and go to get the next note, you can't activate the next note until you reset, and go back to the note! Can Someone Tell Me The Script To Fix It, And What Line It's On?
Here"s The Script: (dont mind the numbers, theyre not in the real script.)
text_wrapped = true
02 --If true, sentences will auto-move to the next line.
03
04 --Double square brackets lets tabs and new lines work easily.
05 text =
06 [[
07 Visslans Log
08
09 25th of May, 2018
10
11 Hello Again. If You Are Reading This, Our Spot Was Found, We Have Most Likely Fled, And May Be Dead. If We ARE Alive, Or1g1nal And I Are Hiding In The Jungle. Or1g1nal Found A Nice Hidden Spot, So We Are Most Likely There.
12 -Visslan
13
14 ]]
15
16
17
18
19
20 --------------------------------------------------------------------------------
21 --------------------------------------------------------------------------------
22
23 b = script.Parent
24 scroll_note = b:WaitForChild'scroll_note'
25 b.Touched:connect(function(hit)
26 local c = hit.Parent
27 if c then
28 local p = game.Players:GetPlayerFromCharacter(c)
29 if p then
30 if not p.PlayerGui:FindFirstChild'scroll_note' then
31 local g = scroll_note:Clone()
32 g.cutoff.Frame.scroll.TextLabel.TextWrapped = true
33 g.cutoff.Frame.scroll.TextLabel.Text = text
34 g.Parent = p.PlayerGui
35 end
36 end
37 end
38 end)

3 comments
Do your different scroll_notes have the same name? If so, in line30 I think it's looking to see if you have a scroll_note in your GUI, finding it, and then not giving you the new one until you reset. Maybe name them scroll_note1, scroll_note2, etc.
Ok, I'll Try.
DUDE IT WORKS!! YOU SHOULD HAVE PUT THAT AS AN ANSWER!! GOOD JOB!