Actually not, i couldn’t find it on the output
Ok that might seem to be the issue then? If we can break this down a bit more then hopefully we’ll find the issue
Try this debugging script:
local service = game:GetService("BadgeService")
local badgeid = 2124707878
print("Script Online")
game.Players.PlayerAdded:Connect(function(Player)
print("Player Added: "..Player.Name)
local Connection
local values = Player:WaitForChild("eggHuntLB")
local ActivatedBools = 0
local TotalBools = #values:GetChildren()
print("Total Bools: "..TotalBools)
print("Current Bools Activated: "..ActivatedBools)
for _, Bool in pairs(values:GetChildren()) do
print(Bool.Name)
local function Changed(NewValue)
print("Activated Changed function")
if NewValue == false then
ActivatedBools -= 1
else
ActivatedBools += 1
end
print("Activated Bools: "..ActivatedBools)
if ActivatedBools == TotalBools then
Connection:Disconnect()
print("Disconnecting the function from receiving any more changed values")
end
end
Connection = Bool.Changed:Connect(Changed)
end
while ActivatedBools ~= TotalBools do
print(Player.Name.." does not have enough BoolValues!")
wait(1)
end
print(Player.Name.." has enough BoolValues!")
service:AwardBadge(Player.UserId, badgeid)
end)
Edit: I’ll have to be gone for a while to do some stuff, do you have discord or something i can contact you later to solve the problem?
Edit 2: I’ll have to be gone now, if you have discord please add me, Faczki#0001, else i’ll be back in about 30 minutes and i’ll contact you on the dev forums, thanks.
Ok what the heck
The only other thing I can think of is parenting where you put your script, but idk if that would solve it or not
Yeah I’ll definitely do that, that’s really strange though as it perfectly worked fine on my side
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