I want to add a new item to a catalog heaven catalog that i found. I added a doge but it shows up in the catalog as a question mark. How can i add it to make it blend in also updating the year old catalog? It gives unclear broad instructions in this code block: Also i want to add MULTIPLE items beside only doge sow how cn i do it?
-- ASSET SERVICE----------------------------------------------------------- function GetNewAssetId() local newAssetId = 151784320, 162200696-- doge and yellow starface assets, but only can see doge. while _G.Assets[newAssetId] do newAssetId = newAssetId -151784320,162200696 end return newAssetId end function LoadCatalog(assets) print(#assets:GetChildren()) local childrenCount = assets:FindFirstChild("ChildrenCount") while childrenCount == nil do print("waiting for childrenCount") assets.ChildAdded:wait() childrenCount = assets:FindFirstChild("ChildrenCount") end while #assets:GetChildren() < childrenCount.Value do print("waiting for " .. childrenCount.Value .. " children") assets.ChildAdded:wait() end local concat = {} for _, child in pairs(assets:GetChildren()) do if child.ClassName == "StringValue" then concat[tonumber(child.Name)] = child.Value end end local total = table.concat(concat) local newIds = {151784320,162200696 } local newCatalog = loadstring("return " .. total)() if _G.Assets ~= nil then for id in pairs(newCatalog) do if _G.Assets[id] == nil then table.insert(newIds, id) end end end _G.Assets = newCatalog if #newIds > 0 then local localMessage = Instance.new("Message") localMessage.Text = "There are " .. #newIds .. " new items in the Catalog! Check em out!" game:GetService("Debris"):AddItem(localMessage, 15) localMessage.Parent = Workspace -- show a GUI showing new ones! :P end -- Building a lookup table that that is used for determining sorting of "random" math.randomseed(tick() + Workspace.DistributedGameTime) -- make a list of all assetIds local assetIds = {151784321,162200697 } for id in pairs(_G.Assets) do assetIds[#assetIds + 1] = id end -- create a lookup table for determing the sorting order of assetIds _G.Order = {} for i = 1, #assetIds do local randomIndex = math.random(#assetIds) _G.Order[assetIds[randomIndex]] = i table.remove(assetIds, randomIndex) end _G.TimeStamp = game.Lighting.Timestamp.Value end -- can't use _G.Assets because it glitches in Solo Mode if _G.Order == nil or game.Lighting.Timestamp.Value > _G.TimeStamp then LoadCatalog(game.Lighting.Assets) end game.Lighting.ChildAdded:connect( function(child) if child.Name == "Assets" then local s, em= ypcall(LoadCatalog, child) if not s then local hint = Instance.new("Hint", Workspace) game:GetService("Debris"):AddItem(hint, 30) hint.Text = em end end end)