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Coroutine doesn't do wait?

Asked by
war8989 35
9 years ago

For some reason this code does not work for me, I never see "DONE" in the output, nor does it say it's not running. How can I fix this?

coroutine.resume(coroutine.create(function()
    print(coroutine.running())
    wait(30)
    print("DONE")
end))

Full Script:

_G.MaxWalkSpeed = 40
_G.DefWalkSpeed = 16
_G.MaxHealth = 500
_G.DefMaxHealth = 200
_G.MaxArmor = 100 -- In Percent
_G.DefArmor = 0
_G.Defaults = {["WalkSpeed"] = 16, ["MaxHealth"] = 200, ["Armor"] = 0}

database = {}

_G.TakeDamage = function(name, damage)
    player = game.Players:findFirstChild(player)
    if(player) then
        if(player.Character) then
            noid = player.Character.Humanoid
            noid.Health = noid.Health - damage
        end
    end
end

_G.addEffect = function(name, stat, increase, duration)
    player = game.Players:findFirstChild(name)
    if(player) then
        if(stat == "WalkSpeed") then
            noid = player.Character.Humanoid
            if(noid.WalkSpeed < _G.MaxWalkSpeed) then
                value = noid.WalkSpeed + increase
                if(value > _G.MaxWalkSpeed) then
                    value = value - (value - _G.MaxWalkSpeed)
                end
                table.insert(database, {name, stat, noid.WalkSpeed})
                noid.WalkSpeed = value
                print(("Effects: Set %s's WalkSpeed to %s."):format(name, value))
            else 
                print(("Effects: Reached maximum walkspeed on %s."):format(name))
                return
            end
        elseif(stat == "Armor") then
            armor = player.Backpack:findFirstChild("Armor")
            if(armor) then
                value = armor.Absorbance.Value + increase
                if(armor.Absorbance.Value < _G.MaxArmor) then
                    if(value > _G.MaxArmor) then
                        value = value - (value - _G.MaxArmor)
                    end
                    table.insert(database, {name, stat, armor.Absorbance.Value})
                    armor.Absorbance.Value = value
                    armor.Health.Value = 250
                else
                    print(("Effects: %s has reached maximum armor."):format(name))
                end
            end
        elseif(stat == "MaxHealth") then
            noid = player.Character.Humanoid
            if(noid.MaxHealth < _G.MaxHealth) then
                value = noid.MaxHealth + increase
                if(value > _G.MaxHealth) then
                    value = value - (value - _G.MaxHealth)
                end
                table.insert(database, {name, stat, noid.MaxHealth})
                noid.WalkSpeed = value
                print(("Effects: Set %s's MaxHealth to %s."):format(name, value))
            else 
                print(("Effects: Reached maximum health on %s."):format(name))
                return
            end         
        end
        if(duration > 0) then
            addEffectTimer(name, stat, duration)
        end
    end
end

function hasPrevious(name, stat)
    for index = 1, #database do
        entry = database[i]
        if(entry[1] == name) then
            if(entry[2] == stat) then
                return {entry, i}
            end
        end
    end
    return nil
end

function addEffectTimer(name, stat, duration) 
    coroutine.resume(coroutine.create(function()
        print(coroutine.running())
        wait(30)
        print("DONE")
    end))--[[
    print(("%s's %s effect has worn off."):format(name, stat))
    player = game.Players:findFirstChild(name)
    if(player ~= nil) then
        if(player.Character ~= nil) then
            if(humanoid[stat]) then
                humanoid = player.Character.Humanoid
                previous = hasPrevious(name, stat)
                if(previous) then
                    humanoid[stat] = previous[1][3]
                    table.remove(database, previous[2])
                else
                    humanoid[stat] = _G.Defaults[stat]
                end
            elseif(stat == "Armor") then
                armor = player.Backpack:findFirstChild("Armor")
                if(armor) then
                    previous = hasPrevious(name, stat)
                    if(previous) then
                        armor.Absorbance.Value = previous[1][3]
                        table.remove(database, previous[2])
                    else
                        armor.Absorbance.Value = _G.Defaults[stat]
                    end
                end             
            end
            --[[
            if(stat == "WalkSpeed") then
                previous = hasPrevious(name, stat)
                if(previous) then
                    humanoid = player.Character.Humanoid
                    humanoid.WalkSpeed = previous[1][3]
                    table.remove(database, previous[2])
                else
                    humanoid = player.Character.Humanoid
                    humanoid.WalkSpeed = _G.Defaults[stat]
                end
            elseif(stat == "MaxHealth") then
                previous = hasPrevious(name, stat)
                if(previous) then
                    humanoid = player.Character.Humanoid
                    humanoid.MaxHealth = previous[1][3]
                    table.remove(database, previous[2])
                else
                    humanoid = player.Character.Humanoid
                    humanoid.MaxHealth = _G.Defaults[stat]
                end
            end

        end
    end--]]
end

1 answer

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0
Answered by 9 years ago

This is for my LocalPlayer Admin {Tablets}

coroutine.resume(coroutine.create(function()
game:GetService("RunService").Stepped:connect(function()
0
This script is actually made to run Server-Side, because I want the server to execute events. Letting the client have that power would be bad and would open-up problems in the future. Thanks for the idea though. war8989 35 — 9y
0
No problem thumbs up ;D jillmiles1 3 — 9y
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