Changing visible of the gui if the player has a certain value

Hi I have this local script which checks if the player joined and has a certain bool value which changes the visible of the gui. I don’t know why, but for some reason this isn’t working. I don’t get any errors either.

local plr = game.Players.LocalPlayer
game.Players.PlayerAdded:Connect(function()
	if plr.hiddenstats.BackgroundSound.Value == false then
		script.Parent.BackgroundOff.Visible = true
		script.Parent.BackgroundOn.Visible = false
		print(plr.hiddenstats.BackgroundSound.Value)
	end
	if plr.hiddenstats.BackgroundSound.Value == true then
		script.Parent.BackgroundOff.Visible = false
		script.Parent.BackgroundOn.Visible = true
		print(plr.hiddenstats.BackgroundSound.Value)
	end
end)
1 Like

This only works once, you need to use the .Changed event to check if a value has changed and do something accordingly

local plr = game.Players.LocalPlayer

local backgroundSound = plr:WaitForChild("hiddenstats").BackgroundSound

local backgroundOff = script.Parent.BackgroundOff
local backgroundOn = script.Parent.BackgroundOn

backgroundSound.Changed:Connect(function(val)
	if not val then
		backgroundOff.Visible = true
		backgroundOn.Visible = false
	else
		backgroundOff.Visible = false
		backgroundOn.Visible = true
	end
	print(val)
end)

Also wait, you’re not exactly setting the event to the player who just joined, this only works for the localplayer, you don’t need the PlayerAdded event in this case if it’s in a Local script. And there’s a few optimizations y ou could do here and ther elike variables and what not

@JackscarIitt I know it’s very minor but why are you not using the return for .Changed to check if it’s true or false

1 Like

Use the Value.Changed event for that, it’ll save you so much more time

local plr = game.Players.LocalPlayer
local BackgroundSound = plr:WaitForChild("hiddenstats").BackgroundSound

BackgroundSound.Changed:Connect(function()
	if BackgroundSound.Value == false then
		script.Parent.BackgroundOff.Visible = true
		script.Parent.BackgroundOn.Visible = false
		print(BackgroundSound.Value)
	else
		script.Parent.BackgroundOff.Visible = false
		script.Parent.BackgroundOn.Visible = true
		print(BackgroundSound.Value)
    end
end)

You mean the parameter of the .Changed Event? Idk if I’m being honest, just only knew about that until now

It’s not working. I’m going to explain more. I have a kind of settings gui with a button in it with this script.

local sound = game.Workspace.Sounds.BackgroundSound
local player = game.Players.LocalPlayer
local BackOnrem = game.ReplicatedStorage.SettingsRemoteEvent.BackOn
local BackOffrem = game.ReplicatedStorage.SettingsRemoteEvent.BackOff
script.Parent.MouseButton1Click:Connect(function()
	if sound.Volume == 0 then
		script.Parent.Parent.Parent.ClickEffect:Play()
		script.Parent.Parent.BackgroundOn.Visible = true
		script.Parent.Parent.BackgroundOff.Visible = false
		BackOnrem:FireServer()
		sound.Volume = 0.5
	else
		sound.Volume = 0
		script.Parent.Parent.Parent.ClickEffect:Play()
        script.Parent.Parent.BackgroundOn.Visible = false
		script.Parent.Parent.BackgroundOff.Visible = true
		BackOffrem:FireServer()
	end
end)

The server script that receives the remotevent.

local event1 = game.ReplicatedStorage.SettingsRemoteEvent.BackOn

local event2 = game.ReplicatedStorage.SettingsRemoteEvent.BackOff

local function remote1(player)

local v = player.hiddenstats.BackgroundSound

v.Value = true

end

event1.OnServerEvent:Connect(remote1)

local function remote2(player)

local v = player.hiddenstats.BackgroundSound

v.Value = false

end

event2.OnServerEvent:Connect(remote2)

I have worked with remotevents then my datastore works because the server receives the data. This script above works perfectly. I’ve been working with prints to see if the value there really changes and it works. Only the problem is… if the player enters the game again, it resets the gui again. The value of the player is actualy saved only the gui is not saved and I tried to create a script above and it does not work.

1 Like

So wait, can’t you combine .Changed and regular code? so it does the check once on the player existing and again when the value of the thing changes?

local plr = game.Players.LocalPlayer

local backgroundSound = plr:WaitForChild("hiddenstats").BackgroundSound

local backgroundOff = script.Parent.BackgroundOff
local backgroundOn = script.Parent.BackgroundOn

local function conditionCheck(val)
	if not val then
		backgroundOff.Visible = true
		backgroundOn.Visible = false
	else
		backgroundOff.Visible = false
		backgroundOn.Visible = true
	end
	print(val)
end

conditionCheck(backgroundSound.Value)

backgroundSound.Changed:Connect(function(val)
	conditionCheck(val)
end)

Or am I not understanding you clearly?

1 Like

I don’t think you understand me. I will briefly summarize what I need: When the player enters the game and the script checks that his BackgroundSound boolvalue is true it makes BackgroundOn visible and makes BackgroundOff invisible. If the boolvalue is false it will do the other way around it makes the BackgroundOff visible and BackgroundOn invisible.

Ohhh! Okay now I understand you, I think you’d have to do that in a server script and get the Guis to disable via their PlayerGui. Here’s how you could do it (script in ServerScriptService)

game.Players.PlayerAdded:Connect(function(plr)
	local sound = plr:WaitForChild("hiddenstats").BackgroundSound

	local plrGui = plr:WaitForChild("PlayerGui")
	
	local off = plrGui.(Location of BackgroundOff)
	local on = plrGui.(Location of BackgroundOn)

	if not sound.Value then
		off.Visible = true
		on.Visible = false
	else
		off.Visible = false
		on.Visible = true
	end
	print(sound.Value)
end)

Just replace (Location of BackgroundOff) and (Location of BackgroundOn) with the locations of both of those inside of PlayerGui, you can basically copy their position in StarterGui to get their locations. Just make sure not to accidentally reference StarterGui haha

local off = plrGui.MainGui.Settingsframe.BackgroundOff
local on = plrGui.MainGui.Settingsframe.BackgroundOn

image
I got 1 problem. I get an error it says: MainGui is not a valid member of PlayergUi “Players.OficialAjoeb.PlayerGui”. Everthing is located good is it maybe because the gui isn’t loaded yet? How do I fix this.

Did you write PlayerGui incorrectly considering the error wrote it as PlayergUi? What is your code right now?

Yes I wrote it correctly. This is the current code:

game.Players.PlayerAdded:Connect(function(plr)
	local sound = plr:WaitForChild("hiddenstats").BackgroundSound

	local plrGui = plr:WaitForChild("PlayerGui")
	
	local off = plrGui.MainGui.Settingsframe.BackgroundOff
	local on = plrGui.MainGui.Settingsframe.BackgroundOn

	if not sound.Value then
		off.Visible = true
		on.Visible = false
	else
		off.Visible = false
		on.Visible = true
	end
	print(sound.Value)
end)

Maybe you need to do a WaitForChild?

local settings = plrGui:WaitForChild("MainGui").Settingsframe
local off = settings.BackgroundOff
local on = settings.BackgroundOn

This is what I’ve been trying to do for a really long time.

Here is the code that I believe is going to work:

local boolvalue = --wherever your value is
local player = game.Players.LocalPlayer
local playergui = LocalPlayer.PlayerGui
local screenGui = PlayerGui:WaitForChild("MainGui")
local settingsFrame = screenGui.SettingsFrame
local on = settingsFrame.BackgroundOn
local off = settingsFrame.BackgroundOff

local function makeGUIVisible()
      if bool1.Value == true then
           off.Visible = false
		   on.Visible = true
     else
          off.Visible = true
		on.Visible = false
     end
end

bool1.Changed:Connect(makeGUIVisible)

--Of course you can change up the function to make it different.

Updated the script, but the indentation isn’t that good as I wrote this in studio.

Also I’m pretty sure you meant something else in the function, just made it for an example. You can change the function and it will pretty much work the same.

Got the warning: Infinite yield possible on WaitForChild(“MainGui”)

That’s indeed a warning, but it’s like an exception in other programming languages. It checks for it forever unless the script finds it. Don’t mind that.

Let me give a quick example in Python:
try:
print(test) --The variable doesn’t exist
except:
print(“The code didn’t work!”)

okay excuse me what

How’s it infinitely yielding when it should exist by then? Did you remember to put this in a regular script? Could you check your player instance ingame?

It is going to infinitely yield if it doesn’t exist. If it does exist it will not.

Yes I know that but I don’t understand why it’s infinitely yielding when it should exist shortly after their player is added to the game?

It’s a warning. The warning comes every time you run it. It doesn’t say it doesn’t exist.

Edit: It’s a warning, it’s just saying if it doesn’t exist it will yield.

The warning will still lie, but the screenGui variable should continue throughout its thread of code once it’s found

You should probably add a print() statement after screenGui is defined

Not error that’s a warning am I colorblind or something