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)
