@Katrist script change they made still didn’t work so i dont think its that.
no, that would still use the caching behavior
It would still print a message though if it failed. So I have no clue why this isn’t working.
wait yes, it says i dont have the badge but i do have the badge.
it wouldnt fail if it hit the cache
It would. When you use a pcall and the function warns, it counts it as an error and exits the pcall.
Ohhh, okay. Try the game not in studio and see if it works.
it wouldnt warn either from hitting the cache
hitting the cache is normal behavior
Try it yourself. It exits the pcall if it hits the API limit, which is intended behaviour.
still doesn’t work! (extra text so i can send the message)
nit:
warns don’t count as errors in pcalls
hitting the API limit is a separate issue
I said “cache”
Sorry, but I’ve never heard of this cache. Is there any page that talks about this built-in cache?
Bad phrasing on my part. I meant that if there was a warning, it would count as an “error” meaning it would exit the pcall.
This is unrelated. This is a cache made by your own scripts, not one built in.
oh sorry, didnt know that. I myself barley know it and i just quickly found that.
there’s an example of caching in UserOwnsGamepassAsync that’s explained in the docs
another example is when you make a module script like
return os.clock()
using this module like below would print the same value twice because the return value of the module is cached
print( require(module) )
wait(10)
print( require(module) )
roblox has built in caches that cause issues when people assume it doesnt exist
Ohh, thank you for showing me.