Hello guys while i was developing my game a error ocurred when i was testing it out, can you guys help me ? (I will provide screenshots.)

Hello guys while i was developing my game a error ocurred when i was testing it out, can you guys help me ? (I will provide screenshots.)
More information. The script would be cool but if it’s private then:
What’s DialoguePromt?(what kind of instance)
It is the prompt that when player triggers it 2 cameras will be activating and there will be a on-going dialogue text.
.Triggered is RBXScriptSignal so I think you should use
Promt.Triggered:Connect(function()
end)
Edit:
Are you deleting or cloning this instance in scripts or not?
No, it will break the code’s system, you dont understand the issue clearly, do you want screenshot of more script?
Yes, it would help greatly. Why Prompt in other Prompt. Like different keys?
The full script is this
Edit: there is more but there are locals and main core scripts for the dialogue system to work.
Also, pls screenshot how they’re parented(How they look on explorer). I think I got it
Note: BirthdayCakeHandler leads up to another function, Not releated to this situation.
Seems like the client hasn’t had time to load the prompt. Try using Dummy2:WaitForChild("DialoguePrompt"):WaitForChild("ProximityPrompt")
(you also can’t use an if
statement on a RBXScriptSignal
)
Maybe.
Also I recommend you to change from localscript to script(because it localscript can’t work on workspace from what I heard of)
Use this:
Dummy.DialoguePrompt.ProximityPrompt.Triggered:Connect(function()
end)
But even then it wouldn’t be erroring if it didn’t run at all. LocalScript
s will run if they are a descendant of a character, which I’m pretty sure a rig falls under that class.
Could try a Script
with the RunContext
set to client, though.
It worked but, after the clocktime > 13 the other proximity prompt is not showing up and there are no errors in output
Can you send the new script? I can’t really compare with the old one, there’s quite a bit wrong with it as well.
Also, please send it as code instead of an image.
The whole script is this.
local Border1 = script.Parent.Dialog.Border0
local Plr = game.Players.LocalPlayer
local Border2 = script.Parent.Dialog.Border1
local Dummy2 = game.Workspace.Dummy2:WaitForChild(“DialoguePrompt”):WaitForChild(“ProximityPrompt”)
local ProximityPrompt = game.Workspace.Dummy3:WaitForChild(“DialoguePrompt”):WaitForChild(“ProximityPrompt”)
local Dialouge = script.Parent.Dialog.DialogText
local Text = script.Parent.Dialog.DialogText
local Camera = workspace.CurrentCamera
local objectiveText = “Go to party”
local BirthdayCake = game.Workspace:WaitForChild(“BirthdayCake”)
local player = game.Players.LocalPlayer
local lighting = game:GetService(“Lighting”)
local Views = workspace:WaitForChild(“Cams3”)
local tweenService = game:GetService(“TweenService”)
function tweenCamera(pos,tweenTime)
tweenService:Create(Camera,TweenInfo.new(0.75,Enum.EasingStyle.Cubic), {CFrame = pos.CFrame}):Play()
endProximityPrompt.Enabled = false
local FovCutscene = tweenService:Create(Camera, TweenInfo.new(0.75), {FieldOfView = 50})
local FovCutsceneRedo = tweenService:Create(Camera, TweenInfo.new(0.75), {FieldOfView = 70})
local function typing(Dialouge, text)
for i = 1,text do
Dialouge.Text = string.sub(text,1,i)
wait(0.055)
end
endProximityPrompt.Triggered:Connect(function()
ProximityPrompt.Enabled = true
repeat wait()
Camera.CameraType = Enum.CameraType.Scriptable
until Camera.CameraType == Enum.CameraType.Scriptable
Camera.CFrame = Views.Cam1.CFrame
tweenCamera(Views.Cam2, 2)
FovCutscene:Play()
Border1.BackgroundTransparency = 0
Border2.BackgroundTransparency = 0
Text.TextTransparency = 0
typing(Dialouge, “Hello son, happy birthday! [Dad]”, 3, true, 0.05)
wait(2)
typing(Dialouge, “Happy birthday my dear, Your cake is ready [Mom]”, 3, true, 0.05)
wait(2)
typing(Dialouge, “Lets have a lovely party! [Family]”, 3, true, 0.05)
wait(2)
FovCutsceneRedo:Play()
Plr.PlayerGui.GoodEndingGui.Enabled = true
game.Workspace[“Can You Really Call This A Hotel”]:Stop()
game.Workspace.GoodEndMusic:Play()
Border1.BackgroundTransparency = 1
Border2.BackgroundTransparency = 1
Text.TextTransparency = 1
workspace.CurrentCamera.CameraType = Enum.CameraType.Custom
end)BirthdayCake.ClickDetector.MouseClick:Connect(function()
local function onClockTimeChanged()
local function celebrate()
script.Parent.Parent.ObjectiveGui.objective.Text = objectiveText
ProximityPrompt.Enabled = lighting.ClockTime > 13
if Dummy2:WaitForChild(“DialoguePrompt”):WaitForChild(“ProximityPrompt”) then
Dummy2.DialoguePrompt.ProximityPrompt.Triggered = false
script.Parent.Parent.ObjectiveGui.objective.TextTransparency = 1
ProximityPrompt.Enabled = false
end
end
local statement = “Player got the cake!”
if statement == “Player got the cake!” then
celebrate()
end
if ProximityPrompt.Triggered then
ProximityPrompt.Triggered:Connect(function()
ProximityPrompt:Destroy()
end)
end
endonClockTimeChanged() lighting:GetPropertyChangedSignal("ClockTime"):Connect(onClockTimeChanged)
end)
I think this may just be down to the way roblox handles proximityprompts, but I’m not sure. Are the prompts close together? If they are, just change the key used for one of them.
The script is should work like After the ClockTime > 13 Dummy3’s proximity Prompt Should be enabled but if the workspace BirthdayCake.ClickDetector is not clicked ProximityPrompt will not be enabled until the player activates the Dummy2’s ProximityPrompt and has Touched the cake
why is Dummy2 set to a proximityprompt?
local Dummy2 = game.Workspace.Dummy2:WaitForChild("DialoguePrompt"):WaitForChild("ProximityPrompt")
local ProximityPrompt = game.Workspace.Dummy3:WaitForChild("DialoguePrompt"):WaitForChild("ProximityPrompt")
because when player triggers it cams will be activating and a dialogue gui appears
If dummy2 is a proximityprompt then, why are you doing this?
if Dummy2:WaitForChild("DialoguePrompt"):WaitForChild("ProximityPrompt") then