Hi guys,
I am having troubles cloning an item from the replicatedstorage and storing it into the player’s backpack.
Code
This is what it printed
As you can see. In my backpack, I don’t get a tool in my backpack. Why is this the case?
Hi guys,
I am having troubles cloning an item from the replicatedstorage and storing it into the player’s backpack.
Code
This is what it printed
As you can see. In my backpack, I don’t get a tool in my backpack. Why is this the case?
Did you check if you see other tools in your inventory if you put them in starter pack? Like without the script just basicly in sp
Hi v3core,
I can confirm that I have tried that and when I put my tool in my starterpack. It indeed works. This is a playeradded event
Well, you’re creating a clone, but you are parenting the original. Start by fixing that.
According to that you want to use playeradded function or event then you could try this.
game.Players:PlayerAdded:Connect(function(plr)
wait()
local clone = game.ReplicatedStorage:WaitForChild("Tool"):Clone()
clone.Parent = plr.Backpack
end)
I agree with what v3core did, instead of adding the cloned tool into the player’s backpack, you add the tool you were trying to clone, meaning that when you do it, it just doesn’t exist.
Alongside your .PlayerAdded
event, you would also want to add a .CharacterAdded
event as well, because Backpack
is directly linked with the player’s character. The program is correctly adding the Tool
into the player’s backpack, but since the character has not yet loaded, the Tool
will not be found in said Backpack
.
I have amended your code to include this change:
game.Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(character)
local tool = game:GetService("ReplicatedStorage").Tool
local clone = tool:Clone()
clone.Parent = player.Backpack
-- Make sure to use the variable 'clone' instead of the variable 'tool'
print(player.Backpack:GetChildren())
end)
end)
Hi D4rk,
Thank you for your response.
I have taken your amended code and it indeed works. I totally forgotten to check if the player character has been loaded. Alternatively, I can write local xVariable = player.Character player.CharacterAdded:Wait()
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