Okay I made a whole paragraph about my logic how i think. So yeah good you found a way i will be waiting Good luck!
Even if you find the issue i would suggest making the teams a bit smaller as there might not be as many players and you will need to create a team balancer…
I have team balancer in place, and these loadout numbers are just gibberish, meaning I’ll fix them soon. Currently, one of the bug(s) are fixed, just one more and the system is finished (hopefully).
elseif player_loadout ~= "None" then
-- plr's attribute loadout is not none
local player_loadout = player:GetAttribute("Loadout")
print("BEFORE:"..player_loadout)
--player:SetAttribute("Loadout", loadout.LName)
local returned_loadout = loadoutmodule.returnClass(player_loadout)
loadoutmodule.updatePlr(returned_loadout, false)
replicatedstorage.UpdateLoadout:FireAllClients(returned_loadout, false)
player:SetAttribute("Loadout", loadout.LName)
replicatedstorage.UpdateLoadout:FireAllClients(returned_loadout, true)
loadoutmodule.updatePlr(returned_loadout, true)
end
end)
I seem to have forgotten to get the player’s loadout again and returned_loadout again after setting a new loadout string attribute to the player, this fixes one problem, (the main one, thankfully). I will have to commend your effort and I own you a lot for helping me finding it out, once this is fixed, I’ll see.
So this means you have fixed error you were having?
I fixed the error I was talking, and I also fixed the error that just caused the error. So from output, it appears to work completely well. Thank you very much for assisting me.
Good to hear! Happy to help if you get any more questions ping me! I would like to see how this game progresses. This was fun for me!
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