Yes… Obviously. ------------------------
Hm, what type of script are you using, and what is its parent.
I did exactly what they said, local script in startercharacterscripts.
Are there any errors in the out put
you should probably add a wait
on the while loop
You shouldn’t use a loop for this to begin with. Events exist for a reason.
Take a look.
He would make the text appear on an event when the humanoid died or the player
not a while loop
Alright thanks for providing me a website that allows me to do this. Except there is no requirement for me to use extra programs for recording
remember this code?
local DeathMessages = {"Death Message 1","Death Message 2","Death Message 3"}
local LOCAL_PLAYER = game:GetService("Players").LocalPlayer
LOCAL_PLAYER.CharacterAdded:Connect(function(Character)
Character:WaitForChild("Humanoid").Died:Connect(function()
LOCAL_PLAYER.PlayerGui.ScreenGui.Enabled = true
LOCAL_PLAYER.PlayerGui.ScreenGui.TextLabel.Text = DeathMessages[math.random(1,#DeathMessages)]
end)
end)
make sure you make this visible before you set it
It would work in both ways… The ScreenGui doesn’t needs to be Enabled for you to change its properties.
Still doesn’t work. ----------------------
Can you send us images of the properties of the ScreenGUI and TextLabel?
Sure ----------------------------------
Its descendants too, more likely.
Adding to @xZylter’s code:
local DeathMessages = {"Death Message 1","Death Message 2","Death Message 3"}
local Connection --> It will let us manage better out RbxScriptSignal
local Players = game:GetService("Players")
local LocalPlayer = Players.LocalPlayer
--> Will dispare every time a new character is added to Player.Character
LocalPlayer.CharacterAdded:Connect(function(Character)
local ScreenGui = LocalPlayer.PlayerGui:WaitForChild("ScreenGui")
--> Here we can save our RbxScriptSignal to Disconnect it later
Connection = Character:WaitForChild("Humanoid").Died:Connect(function()
ScreenGui.TextLabel.Text = DeathMessages[math.random(1, #DeathMessages)]
ScreenGui.Enabled = true
--> Turning all descendants of ScreenGui to Visible = true
for _, Object in pairs(ScreenGui:GetDescendants()) do
if Object:IsA("GuiBase") then
Object.Visible = true
end
end
--> Let's disconnect the function now?
Connection:Disconnect()
end)
end)
Added a :Disconnect
to avoid Untracked Memory, and turned all descendants of ScreenGui
to Visible = true
, just for sure.
Pretty weird, i actually used xZylter’s code and it worked just fine!
Don’t mind the tools…
I think your script has an error with the Connection.
Nevermind I used your script before the edit