Don’t know that much about marketplaceservice, but:
Does the purchase prompt show up?
What happens afterwards (if you accept/decline)?
when declining, the button reappears and no action was taken(like the explosions didnt occur), but when it was accepted it will show you a promt that the purchase was successful and then it will create the bigger explosion
robloxapp-20240602-1900145.wmv (8.5 MB)
I’m on an another account because it’s connected with the same email to 2 accounts. Incase you’re wondering. Nothing was printed and craters still appeared.
One sec, I’m gonna try to make my own script to see the problem.
Strange… when I used your code (I remade the remote event), there weren’t any craters at all.
Are there any scripts other than the scripts you sent us that also trigger explosions?
^ Also, try adding more prints to see if other things work.
There actually is, I’m gonna send it rq.
-- locals
local button = script.Parent
-- start
button.Visible = false
local duplicants
repeat
-- looking for children
duplicants = game.Workspace.duplicants:FindFirstChild("Part")
if not duplicants then
task.wait(0.1)
end
until duplicants
-- detected
task.wait(8)
button.Visible = true
-- mouseclickdetect
button.MouseButton1Click:Connect(function()
button.Visible = false
-- function of explosion
local function explosion()
local explode = Instance.new("Explosion")
explode.BlastRadius = 150
explode.BlastPressure = 2500000
explode.Position = Vector3.new(0,0,0) + Vector3.new(0,50,0)
explode.DestroyJointRadiusPercent = 0
explode.ExplosionType = Enum.ExplosionType.NoCraters
explode.Parent = game.Workspace
game.Workspace.Gravity = 0
print("Explosion Type:", explode.ExplosionType)
task.wait(0.1)
explode:Destroy()
game.Workspace.Gravity = 196.2
end
explosion()
-- wait
task.wait(10)
-- done waiting now visible again
button.Visible = true
end)
THIS one works flawlessly, prints, and no craters!
I sent another script that triggers an explosion without remoteevents since it’s not server sided.
Try adding a server script into ServerScriptService, and paste the code below into the script. This piece of code is from the Roblox Documentary, and it just ensures that the explosion type is NoCraters.
local function onDescendantAdded(instance)
if instance:IsA("Explosion") then
instance.ExplosionType = Enum.ExplosionType.NoCraters
instance:GetPropertyChangedSignal("ExplosionType"):Connect(function()
instance.ExplosionType = Enum.ExplosionType.NoCraters
end)
end
end
workspace.DescendantAdded:Connect(onDescendantAdded)
Will do, I’ll update you on the situation.
I have located the issue. I don’t remember adding another script in serverscriptserver. I know now why it never printed, it was because I kept putting the lines of code in the wrong script.
When you put it in the right script, does it (sort of) work or still the same result?
I’m currently adding all implementations into the right script, might take a sec.
Good job ! I hope it works
Thank you guys so much, I couldn’t have found the issue without you guys even though it was my fault. Thanks for the support .[Edited: You guys have been right the whole time, I wish I could give all of you the “solution” option]
Good job, and good luck on your project
Great job, Guest! Happy scripting