Ohā¦ Thatās because I did not see the function with : so I figured out it was . I will try this when I get home thanks !
Update : it worked thank you so much !
Ohā¦ Thatās because I did not see the function with : so I figured out it was . I will try this when I get home thanks !
Update : it worked thank you so much !
viewports donāt seem to work when you transfer item managers
This doesnāt help me very much, in what way is the viewport not working?
I believe I might be facing something related to the viewport problem.
Specifically, this occurs while creating a MoveMiddleware function. And moving items to a new ItemManager.
On my case. When conditions are checked on the client and handled accordingly, everything functions as expected. However, when a remote function is fired to request permission from the server (even if it simply returns true, without performing any operations), the viewport GUI becomes blank.
After some testing I came to the conclusion that for some reason, on my code, simply adding a remote function to invoke the server causes the viewport frame to break. If iām not going crazy. I suspect the issue might be something simple that Iām overlooking, or maybe a beginner mistake. but Iām curious if anyone else is experiencing the same problem or something similar.
Edit: I created a queue system and used task.spawn to run the function, and it seems to be working.
i resolved it by making it create a new model everytime the itemmanager changes
nvm i found a solution to the problem i was having
How would you make it so items can be equipped onto the SingleSlots manually?
Like via clicking a button instead of dragging
Just a note that this is assuming that the item is already in a itemManager
Ive composited a quick toggle for this, you may change / modify it however you would like
local clicked = false
yourButton.MouseButton1Click:Connect(function()
if clicked == false then
clicked = true
inv1:RemoveItem(myFirstItem)
inv2:AddItem(myFirstItem)
else
clicked = false
inv2:RemoveItem(myFirstItem)
inv1:AddItem(myFirstItem)
end
end)
There might be other ways to do this, but this is how i found the way.
@iFrexsim How would i dataSave items and load them back into the grid when the player joins? Is there a prefered way or would you have any idea on where i could start?
Use MoveMiddleware to communicate the item changes to the server and then save them.
Ohh, I see, I didnāt notice thereās an additem function haha. Thanks!
Edit: unfortunately, it didnāt work with my system but Iāve figured out a different way by adding another trove in the item module script with self._trove:Add()
You can also communicate to the server upon item addition
What should i use to communicate the item to the server? Because when i try just sending movedItem thru a remoteEvent it returns Tables cannot be cyclic, and i cant send the movedItem.ItemElement as it returns nil to the server.
is it possible to create a grid with a separated grid slots inside them?
Like this, all in one grid instead of multiple
if you are talking about having all of those slots in one then probably not, i may be wrong but from my knowledge, No.
There should be an example in the test folder on the GitHub repo, itās the code I use to test GridPack.
How would I handle items that is server-sided / available for other players as well?
Such as a loot crate that can be accessed by multiple other players and if player1 is viewing the loot crate and takes a loot, then the taken loot wont be available for player2 who is also viewing the same loot crate.
Iāve been working on making a Tarkov style of a game and so far the only problem is handling the inventories on both client and serverā¦
So how will this be used with actual tools? Iām having troublesā¦