How do you "Activate" module scripts?

So, I have recently come across this module script called “Undefined universe” on the model stuff in dashboard, I’ve been wondering how to activate it because I would like to test my defenses of scripts, the module is supposed to do some attacks that test defenses but… I’m not sure where to put any of the stuff in the module. and I think I might’ve put everything in the right place already However, whenever I use the controls used to activate it such as ctrl + x or ctrl + v, nothing happens. and nothing in the output log happens either, I have an assumption that the remote Event of the CoreReplicator module script in the Main Module script just doesn’t get created, here is the remote setup script if needed: --[[ ----------------------------------

	-- REMOTE SETUP --

---------------------------------- ]]–

local RemoteName = ScriptValues.RemoteName.Value
local Remote = Instance.new(“RemoteEvent”)
local RemoteCE = nil

local RemoteRequests = {}
local function OnClientEvent(RequestType, …)
if RemoteRequests[RequestType] then
RemoteRequestsRequestType
end
end

– REMOTE CHECKER
local RemoteCheck = heartbeat:Connect(function()
for i, remote in services.ReplicatedStorage:GetChildren() do
if remote:IsA(“RemoteEvent”) and remote.Name == RemoteName and remote ~= Remote then

		-- New Remote
		if RemoteCE then
			RemoteCE:Disconnect()
		end

		Remote = remote
		RemoteCE = Remote.OnClientEvent:Connect(OnClientEvent)
	end
end

end)

4 Likes

To activate a module script, you need to use require(), providing the module script as the parameter.

For example, if you have a module script called “Undefined universe” and you parent it to a local script / normal script, you would activate the module by having

require(script["Undefined universe"])

in the local/normal script.

1 Like

oh wait im an idiot sorry

you do

require(game.ReplicatedStorage.module)

if the module is in replicated storage

my bad seargent i just rushed through the persons entire post

Because that’s the name of the module in their post.

xD

This didn’t work, nothing really happened whenever it got required, if it worked it would also print a bunch of stuff to inform me it worked, but sadly, none of that got printed this module script is… very unique, I could send you a bunch of screenshots, By the way I am VERY new to this so I’m sorry if I’m an idiot sometimes.

by the way, I also tried pulling the assets (the assets are actually children of the module script) and tried understanding where they would go, but Since I’m Very new to this, I’m not exactly sure where they would go.

Some more info: I know the Local part of the assets is supposed to go to starterplayerscripts, I actually knew that somehow.

Another Thing I have to say: This Module Script is NOT by me, I’m just not sure how to use it, its called “Undefined Universe” in the store

show me the module script

Which ones, There is a bunch of modules that do different things.

Or do you just wanna see all of them. maybe that would be more helpful.

like the main one, the one you were originally talki gabout

bro what :skull:
im confused where is the clone thing in the assets folder

No clue, Remember that I’m not even the one who made this.

Yeah, that code has so many issues in just 6 lines. It’s jibberish, for all intents and purposes.

Where is your require() statement?

where should I even put a Require at?

usually at the top of a script

so like this?

local assets = require(script.Assets)
local clone = assets.Clone

return function()
return clone(assets)
end

you cant require a folder so no it wouldnt work