So I was creating a printer system where a player is given a tool that allows them to place a printer into the workspace. It worked fine when it was in the StarterPack, but when I manually gave them the tool (via cloning and placing in backpack), the server side of this script broke.
Here's the client side of the script:
local tool = script.Parent
local player = game.Players.LocalPlayer
local char = workspace:WaitForChild(player.Name)
local mouse = player:GetMouse()
local rs = game:GetService("RunService")
local canPreview = true
local canPlace = true
local canUse = true
local preview = game.ReplicatedStorage.Printer:Clone()
tool.Equipped:Connect(function()
if canUse == true then
canPreview = true
preview.Parent = workspace
preview.Transparency = 0.5
preview.CanCollide = false
tool.Activated:Connect(function()
if canPlace == true then
canPlace = false
canUse = false
game.StarterPlayer.Place:Play()
tool.Place:FireServer(preview.Position)
preview.Parent = nil
end
end)
end
end)
tool.Unequipped:Connect(function()
canPreview = false
preview.Parent = nil
end)
tool.Place.OnClientEvent:Connect(function()
tool:remove()
end)
rs.RenderStepped:Connect(function()
if canPreview == true then
preview.Position = mouse.Hit.p + Vector3.new(0,preview.Size.Y/2,0)
end
end)
Here is the server side of the script:
local printInterval = 250
local timeDelay = 5
local maxPrint = 3000
script.Parent.Place.OnServerEvent:Connect(function(player,pos)
print("uh ok")
local clone = game.ReplicatedStorage.Printer:Clone()
clone.Parent = workspace
clone.Position = pos
clone.SurfaceGui.Title.Text = player.Name.."'s printer"
clone.SurfaceGui.Printed.Text = "Money printed: $0"
clone.MoneyStored.Changed:Connect(function()
clone.SurfaceGui.Printed.Text = "Money printed: $"..clone.MoneyStored.Value
end)
clone.ClickDetector.MouseClick:Connect(function()
print("Give $"..clone.MoneyStored.Value.." to "..player.Name)
if clone.MoneyStored.Value >= maxPrint then
clone:remove()
end
end)
repeat
clone.MoneyStored.Value = clone.MoneyStored.Value + printInterval
clone.Printer:Play()
wait(timeDelay)
until
clone.MoneyStored.Value >= maxPrint
script.Parent.Place:FireClient(player)
end)
My hypothesis is that the script breaks when it becomes a child of a client sided parent (like the backpack), but even if that's true, I don't know how to prevent the script breaking on client side.
Help please!
