But what you could do is make a seperate local script and disable it once it reaches the end right.
Isn’t that overcomplicating a simple task that could be done once, with one script without having a script constantly spawning inside the character even if its disabled?
Sounds more like “patching” doing that “disable” of the script, instead of using a simple approach of adding the constant pcall retries on a single script that will last entire gameSession.
Oh yeah just realised it’ll just run again even if you disabled it, but can’t you check if it has already ran in some way. Like maybe make a module script with like an attempt number and if it’s already equal to 1 then disable the script.
local ms = require(game.ReplicatedStorage:WaitForChild("Ms")
if ms.number == 1 then
script.Enabled = false
else
-- Do the stuff you know.
end
Also I’m sure just cloning a script doesn’t affect resources that much right? Especially a disabled one that runs like 2-3 lines of code?
It’s like wanting to build a whole dam to contain the water, when you could simply turn off the faucet. Overcomplicating things doesn’t sound like a good approach to me.
Well I mean that scenario is kinda different, like it’s just one module and 2 lines of code. Plus it has a pretty good benefit, being more likely to load rather than needing a while loop to retry.
pcall tries, not able, do retry, pcall tries, not able, do retry, pcall tries, succeed, break.
I dont see the “while loop”, that scares many devs. It can be done with or without using “while” and, still a good way to verify important stuff as loading of DSS or saving, and lot of stuff. The comparison saying a that finding ways that it should work since the first time in order to VS not doing retries, seems nonsense, specially if you can’t be 100% that your approach will get the results on the first try, and only based on a few tests seems like 100%, but highly doubtful on long term
Yeah I know you don’t need to use a while loop, that is why I was against Abi’s idea. He used a while loop if it didn’t succeed, because I thought pcalls automatically retry if they fail.
Well, it’s never failed even once on startercharacterscripts the amount of times I’ve done so, so I don’t think it actually does fail ever. But pcall sure just in case.
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