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LocalPlayer could be the problem, then. |
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You can't change the PlayerMouse unfortunately. |
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WinningMessage.Text = v.Name.."Has won!" |
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Mesh = Instance.new("SpecialMesh")
game.Players.PlayerAdded:connect(function(Player)
Player.CharacterAdded:connect(function(Char)
for _,v in pairs(Char:GetChildren()) do
if v.ClassName == "Part" then
Mesh.Parent = v
end
end
end)
end) |
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Just use something like,
function Clicked()
script.Transparency = 1
script.Parent.CanCollide = 0
wait(4)
script.Parent.Transparency = 0
script.Parent.CanCollide = 1
script.Parent.ClickDetector.MouseClick:connect(Clicked)
Optionally, you could just use CFraming instead. |
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RestrictedPlayers = {"PlayerNameHere","PlayerNameHere","PlayerNameHere"}
script.Parent.ClickDetector.MouseClick:connect(function(Clicker)
for _,v in pairs(RestrictedPlayers) do
if Clicker.Name ~= v then
print("You do not have permission")
else
print("You are permission")
end
end
end)
This script assumes that it's parent is the part you intend to use, this script also assumes that the parent contains a "ClickDetector". |
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Could you explain with more detail the problem you're having with the script?. |
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Add a variable to find the player in "Players" and change game.Starter to Player.PlayerGui and inform us of the result. |
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NumTab = {1,2,3,4,5,6,7,8,9,10}
for i = 1, #NumTab do
if i == NumTab[10] then
i = NumTab[10] + 1
print(i)
end
end |
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Change player.ScreenGui to,
player.PlayerGui.ScreenGui |
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Either one still works, though, it's just a matter of choice and circumstances. |
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function getSpawns()
for i,v in pairs(game.Workspace.SpawnBox:GetChildren()) do
if v:IsA("SpawnLocation") then
AllSpawns = v
AllSpawns.Touched:connect(function(Toucher)
if Toucher.Parent and game.Players:FindFirstChild(Toucher.Parent.Name) then
function hit(h)
Player = game.Players:FindFirstChild(Toucher.Parent.Name)
print("Touched spawns")
if gameGo.Value == true then
table.remove(PlayersAlive, pppp.TableLocation.Value)
print("removed plr from position:"..pppp.TableLocation.Value)
end
end
end
e... |
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if Table[1] <= Table[2] then
--Code Here
end
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for i,v in pairs (game.Players:GetPlayers()) do
wait(3)
v.Character.Head:Destroy()
end |
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Remove the bracketless end, |
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Use a for loop such as,
for i = 1, #Table do
end |
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Well, that would depend, where do you want to start?. There are resources, free models made by other users, text and video tutorials made by other users, and experimenting with your own knowledge, so it's all a matter of personal choice and circumstances, we can suggest however it depends on what method suits you best when it comes to learning, start at your own pace and expand from there and certainly don't set your expectations too high. |
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Insert the Sky object into lighting and use wait(SecondsHere).
Look at the properties to know which one's to change. |
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Well, Vector2 would be the 2D vector and Vector3 would be the 3D vector and yes, it does contain position and things such as Magnitude. |
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Actually, I'll explain more in depth.
Vector3, which is the 3D Vector in this sense, encompasses things such as the Position, Rotation, Magnitude, and more.
The Vector3 utilizes the typical "XYZ" axis which you've probably learned about to an extent, so for instance, If I used
Part.Position = Vector3.new(1,2,3)
1 would be the X axis
2 would be the Y axis
3 would be the Z axis
Hopefully this helps you. |
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Part = game.Workspace.Part
function OnTouched(hit)
if hit.ClassName == "Part" then
wait(1)
hit.Anchored = true
end
end
Part.Touched:connect(OnTouched)
--This script would anchor the part once it comes into contact with another part. |
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Then he would just have to rename the part to something else. |
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while wait() do
if game.Lighting.TimeOfDay = TimeHere then
game.Workspace.Door.Position = Vector3.new(VectorNumbersHere)
end
end |
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Slight error, change = to == |
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