So currently I’m making my own custom Player List for my game. However, when the player’s value changes the Text will always display nil. Why is this happening ?
– Local Script
local function AddPlayerList(Player)
local leaderstats = Player:WaitForChild("leaderstats")
local Kills = leaderstats.Kills.Value
local List = script.Parent.Frame.List:Clone()
--// Setting Up the Players Frame
List.Parent = script.Parent.Frame
List.Name = Player.Name
List.Visible = true
List.PlayerName.Text = Player.Name
List.PlayerKills.Text = tostring(Kills)
Player.leaderstats.Kills:GetPropertyChangedSignal("Value"):Connect(function(newValue)
List.PlayerKills.Text = tostring(newValue)
end)
end
local function AddPlayerList(Player)
local leaderstats = Player:WaitForChild("leaderstats")
local Kills = leaderstats.Kills.Value
local List = script.Parent.Frame.List:Clone()
--// Setting Up the Players Frame
List.Parent = script.Parent.Frame
List.Name = Player.Name
List.Visible = true
List.PlayerName.Text = Player.Name
List.PlayerKills.Text = tostring(Kills)
Player.leaderstats.Kills:GetPropertyChangedSignal("Value"):Connect(function()
List.PlayerKills.Text = Player.leaderstats.Kills.Value
end)
end
GetPropertyChangedSignal does not provide the ‘new value’ through the connected function’s parameter. In fact, it provides nothing at all from my testing. I guess it’s a little different from Changed in that regard.