What would it look like based off from what you seen in the screenshot? I’m not the best in understanding things like this.
i am not going to write the script for you XD
the info that you need to fix the issue is in the previous posts.
you can do it
No one is asking you to write any scripts, the scripts are already there. What I need is some guidance on where to adjust the line of code in the button script that’ll trigger the cutscene after pressing it. The changes you suggested in the previous replies only gave errors.
If I could do it then I wouldn’t have made this topic, with all respect you’ve been serving no use to this problem besides suggesting errors and not helping fix those. Please don’t waste my time and yours replying on a topic you’re not willing to do much for, with all respect. Once again, I’m not that experienced in scripting and would appreciate some clear guidance besides a “You can do it”.
What errors are you getting now?
Well, some line was underlined in red but I reverted back to how everything was written in the screenshots just to make sure. I’m honestly starting to feel hopeless as this is something that is easy to fix yet am not experiencing enough to know how to adjust the code to trigger the cutscene to play. I’d appreciate some “help” as the past 2 scripters on this topic just gave up, I really need some help.
Can you screenshot everything in Replicatedstorage (the hierarchy). Someone already pointed this out but you’re referencing 2 different remote events in your local script and script.
Also, whenever something isn’t working and there aren’t any errors, you should try adding random prints after every if statement, etc in order to see what’s specific part isn’t running.
Here’s everything that’s stored inside ReplicatedStorage
Thanks for the tip, I’ll make sure to keep that in mind too!
In your local script after line 11 when you’re referencing the RemoteEvent. Could you add a print like print("ran", RemoteEvent)
.
Could you also add a print right after you fire game.ReplicatedStorage.CutsceneEvent:FireAllClients()
.
Also for both scripts can you add a print at the start and bottom to see if they are actually running.
Tell me what those prints.
Looks like it didn’t print it, here’s what the script looked like
Though when I opened up the Output more, I did find an error relating to the local script “CutsceneScript”
It unfortunately did not run either but here’s what the script looks like after adding a print after that line
Also, everything worked when I clicked the button to open the fence because it printed but the cutscene still didn’t get triggered for some reason.
In the local script can change it to reference the same remoteEvent as the server script is.
So change it to:
local RemoteEvent = game.ReplicatedStorage.CutsceneEvent
print("ran", RemoteEvent)
Might be typos above. Also, change the prints so they all aren’t printing the same thing. That way its much easier to see whats running and whats not.
Ok so I changed the print names on the script to this
Also for the local script
They all failed to print except the “script middle” print.
Hopefully that shows a bit more on what’s wrong? I’m so sorry if this is confusing.
Are you sure they didn’t print? Because theres no way “script top” didn’t print and “script middle” did.
Make sure you scroll up in the output. The prints might have gotten flooded by other errors/warnings.
Yeah you were right, they did get flooded by the other errors/warnings. They printed after I hit test and not when I clicked the button though, not sure if that’s supposed to happen. Now that they did in fact print though, what would I do with this information?
Well if everything on the server printed. Then for now we can assume that there is nothing wrong ServerSided. However, as far as I can tell some prints on the client haven’t printed, this means the issue might be on the client.
Could you check the entire output and see what didn’t print from the local script? If there are any related errors then screen shot them and send.
It shows this error for line 9 in the local script, something about Enum not being a valid member of “Enum”.
Line 9
You made a typo. You did Enum.Enum.EasingStyle
, it should be Enum.EasingStyle
I fixed it but still gives same results.
Only “local script top” managed to print but not “local script bottom”. I’m assuming there’s still some little error hiding down there below it in the local script?
Add another print before and after you define the Character. My guess is the players character didn’t load and so its yielding.
Once both “local script top” and “local script bottom” prints. Then click the gate button to test the cutscene.
Hey it worked! I didn’t reference the CutsceneCameras folder that the camera was in properly. Thanks so much for having patience and not being like the past 2 scripters that gave up!
No problem! Glad I was able to help!!
Also just a side note, maybe move your :FireAllClients() outside the for loop (if you haven’t already), otherwise your camera cutscene is going to play several times!
Aside from that, goodluck with your project!
~ps you can also remove all prints now that the issue is resolved!!