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I go to the command bar to test if I'm doing it right and it works fine, but when my module script calls :Emit() nothing happens and I get no output. What's going on? |
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Seriously, why can't Module Scripts call :Emit()? >.> |
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RPG_DevJoin Date: 2011-11-19 Post Count: 419 |
wow idiot noob |
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local p = Instance.new('Part',Handle.Parent.Parent)
game.Debris:AddItem(p,1)
p.CanCollide = false
p.Anchored = true
p.Transparency = 0
p.FormFactor = 'Custom'
p.Size = Vector3.new(0.2 ,0.2 ,0.2)
p.CFrame = CFrame.new(position)
p.Name = 'Blood Effect'
local splatter = game.ServerStorage.BloodSplatter:Clone()
splatter.Parent = p
splatter:Emit(10) |
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Command bar is picky with modules.
Once per studio open, you cant require the module once. Any further requires will make it use the old one, even if you update it. |
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WHY WONT YOU BLEED
https://gyazo.com/db1d48eb7a6fc0049d22036e63982808 |
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Cody actually modules just catch not just from the commandbar |
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Cody, modules cache even without the use of the command bar.
This statement goes whether I say it or 128 attempts to. |
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'This statement goes whether I say it or 128 attempts to.'
^ lol, but true |
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I would have only corrected the "catch", but using "just" twice limited the usefulness of the statement, I feel. |
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robotmegaJoin Date: 2009-05-16 Post Count: 14599 |
wait 1 frame before emitting |
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A1_exeJoin Date: 2013-08-07 Post Count: 716 |
@cody That's because requiring is essentially like the insert service. |
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