It’s not much of a problem. Here’s what you need to do.
Step 1: Make a RemoteEvent inside of ReplicatedStorage Step 2: Type this in the ServerScript
touch.Touched:Connect(function(hit)
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
if player then
game.ReplicatedStorage:WaitForChild("RemoteEvent_Name_Here"):FireClient(player)
end
touch:Destroy()
end)
Step 3: Add a LocalScript inside the text label and type this
local TweenService = game:GetService("TweenService")
game.ReplicatedStorage:WaitForChild("RemoteEvent_Name_Here").OnClientEvent:Connect(function()
local textTween = TweenService:Create(script.Parent --[[Object]], TweenInfo.new(1) --[[Info]], {TextTransparency = 0} --[[Properties to change]])
local textTween2 = TweenService:Create(script.Parent --[[Object]], TweenInfo.new(1) --[[Info]], {TextTransparency = 1} --[[Properties to change]])
textTween:Play()
textTween.Completed:Wait()
task.wait(1) --Improved version of wait() [Check task library for more info]
textTween2:Play()
textTween.Completed:Wait()
end)
Note: I haven’t tested it in studio yet, but I’m really confident about it working.
No. It’s not a glitch at all. The reason you’re getting this warning is because studio is very against global variables (it’s a really bad practice to use them anyway).
In order to fix your issue, declare a nil player variable just above the if character statement:
local character = hit.Parent
local player;
if character then
player = Players:GetPlayerFromCharacter(character)
else
warn("character not found")
end
You could now also shorten this piece of code to avoid unnecessarily printing 2 warnings every time character fails:
local character = hit.Parent
local player = character and Players:GetPlayerFromCharacter(character) or nil; -- if character exists then call the GetPlayerFromCharacter function, otherwise set `player` as nil and terminate the function
if not player then
-- you could also print a warning here if you felt the need to
return; -- you can now safely remove the next `if player` statement
-- as `return` will immediately terminate the function
end
-- the rest of the code should be here
^ but that’s just as a side note.
Also, as someone suggested below your post it would indeed be a way better idea to use tweenservice instead of 2 while loops.
I’ve tried what you said, it didn’t work. It doesn’t give any output errors or anything. It just doesn’t work…
-- We cannot get the Players UI because the function hasn't been ran yet, so we cannot put the UI segment here.
-- What is the part that ``Touched:Connect(function()`` is being used on? We need to specify that.
local touch = workspace:WaitForChild("TextTouch") -- I'm assuming the script is a Child of the Part.
-- We need to get TweenService to properly tween in our UI. using Repeat until is not efficient when theres a service for this use case
local TweenService = game:GetService("TweenService")
-- Get the Players Service so we can find the player when they touch the part --
local PlayersService = game:GetService("Players")
-- Touched runs every time a player touches the part! Ouch! To prevent this, put a debounce (huge lag can occur if you don't!)
local db = false
touch.Touched:Connect(function(Part) -- we need to specify the part that hit it so we can define the User UI later.
if not db then -- check to see if the debounce is false, if it is immediately set it to true so the script won't run again until it's declared false again
if Part.Parent:FindFirstChild("Humanoid") then -- We need to put this here so our code doesn't execute when another part that isn't a player touches this
db = true -- this stops runs every touch
local Humanoid = Part.Parent:FindFirstChild("Humanoid") -- We want to locate our Humanoid for a very specific reason
local Player = PlayersService:GetPlayerFromCharacter(Humanoid.Parent) -- We can get the Player to access their GUI.
local UI = Player.PlayerGui:WaitForChild("MapTitle") -- simply replace the name of this string with the name of your ScreenGui
local MapLabel = UI:WaitForChild("TextLabel") -- Finally we can get the TextObject so we can tween it to full transparency
MapLabel.Text = "MapTest1" -- Call this whatever the name of the map is that you stepped into
TweenService:Create(MapLabel, TweenInfo.new(1, Enum.EasingStyle.Quad, Enum.EasingDirection.In), {TextTransparency = 0}):Play() -- What this does is makes a tween that makes the UI fade in.
task.wait(3) -- an improved version of wait().
TweenService:Create(MapLabel, TweenInfo.new(1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {TextTransparency = 1}):Play() -- What this does is makes a tween that makes the UI out in.
db = false -- set the debounce back to the false so the code can execute again
end
end
end)
task.wait(0.01) -- changed to task.wait() for your own convenience.
touch:Destroy() -- This is because I'm making multiple parts for every map. So everytime they TP to another map, they spawn on the item and it activates. Then it deletes itself so they won't trigger it again.
The script doesn’t run at all? I recommend putting a print() statement at the top of each if then statement to see if it’s getting past the flags or not.
-- What is the part that ``Touched:Connect(function()`` is being used on? We need to specify that.
local touch = workspace:WaitForChild("TextTouch") -- I'm assuming the script is a Child of the Part.
-- We need to get TweenService to properly tween in our UI. using Repeat until is not efficient when theres a service for this use case
local TweenService = game:GetService("TweenService")
-- Get the Players Service so we can find the player when they touch the part --
local PlayersService = game:GetService("Players")
-- Touched runs every time a player touches the part! Ouch! To prevent this, put a debounce (huge lag can occur if you don't!)
local db = false
touch.Touched:Connect(function(Part) -- we need to specify the part that hit it so we can define the User UI later.
if not db then
print("1")-- check to see if the debounce is false, if it is immediately set it to true so the script won't run again until it's declared false again
if Part.Parent:FindFirstChild("Humanoid") then
print("2")-- We need to put this here so our code doesn't execute when another part that isn't a player touches this
db = true -- this stops runs every touch
local Humanoid = Part.Parent:FindFirstChild("Humanoid") -- We want to locate our Humanoid for a very specific reason
local Player = PlayersService:GetPlayerFromCharacter(Humanoid.Parent) -- We can get the Player to access their GUI.
local UI = Player.PlayerGui:WaitForChild("MapTitle") -- simply replace the name of this string with the name of your ScreenGui
local MapLabel = UI:WaitForChild("TextLabel") -- Finally we can get the TextObject so we can tween it to full transparency
MapLabel.Text = "MapTest1" -- Call this whatever the name of the map is that you stepped into
TweenService:Create(MapLabel, TweenInfo.new(1, Enum.EasingStyle.Quad, Enum.EasingDirection.In), {TextTransparency = 0}):Play() -- What this does is makes a tween that makes the UI fade in.
task.wait(3) -- an improved version of wait().
TweenService:Create(MapLabel, TweenInfo.new(1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {TextTransparency = 1}):Play() -- What this does is makes a tween that makes the UI out in.
db = false -- set the debounce back to the false so the code can execute again
end
end
end)
task.wait(0.01) -- changed to task.wait() for your own convenience.
touch:Destroy() -- unsure why you would want to destroy the part..? if you destroy it, it won't ever tell you the name of the map again!
Sorry, I said “Does the part disappear for you.” because the part doesn’t show up for me when using that line. It only shows when I use a server script for this, and parent it to the part
Should we try using a different method instead of touching the part? Like for example, the Atmosphere Hase colour. Cuz, every map, the atmosphere colour changes.
The part is destroying itself because there is a touch:Destroy on the bottom part of the code. Events do not yield meaning that when the game starts, the code after the Touched event will already run. What is the purpose of OP adding Destroy on the last line? If you want the part to be destroyed after it was touched, then consider putting the touched:Destroy() line after the db = false. But if you don’t need it to be destroyed, then just delete the line.
Edit: Also I haven’t read the whole post so I don’t know if I am talking about the right problem xD
I meant to put it after, but I edited the final code all together. Also put the tweens in variables and put .Completed:Wait() for a smoother experience (so it doesn’t flicker and do that common tween glitch)
if not game:IsLoaded() then
game.Loaded:Wait()
end
-- What is the part that ``Touched:Connect(function()`` is being used on? We need to specify that.
local touch = workspace.TextTouch -- I'm assuming the script is a Child of the Part.
-- We need to get TweenService to properly tween in our UI. using Repeat until is not efficient when theres a service for this use case
local TweenService = game:GetService("TweenService")
-- Get the Players Service so we can find the player when they touch the part --
local PlayersService = game:GetService("Players")
-- Touched runs every time a player touches the part! Ouch! To prevent this, put a debounce (huge lag can occur if you don't!)
local db = false
touch.Touched:Connect(function(Part) -- we need to specify the part that hit it so we can define the User UI later.
if not db then
print("1")-- check to see if the debounce is false, if it is immediately set it to true so the script won't run again until it's declared false again
if Part.Parent:FindFirstChild("Humanoid") then
print("2")-- We need to put this here so our code doesn't execute when another part that isn't a player touches this
db = true -- this stops runs every touch
local Humanoid = Part.Parent:FindFirstChild("Humanoid") -- We want to locate our Humanoid for a very specific reason
local Player = PlayersService:GetPlayerFromCharacter(Humanoid.Parent) -- We can get the Player to access their GUI.
local UI = Player.PlayerGui:WaitForChild("MapTitle") -- simply replace the name of this string with the name of your ScreenGui
local MapLabel = UI:WaitForChild("TextLabel") -- Finally we can get the TextObject so we can tween it to full transparency
MapLabel.Text = "MapTest1" -- Call this whatever the name of the map is that you stepped into
local TweenIn = TweenService:Create(MapLabel, TweenInfo.new(1, Enum.EasingStyle.Quad, Enum.EasingDirection.In), {TextTransparency = 0})
TweenIn:Play()
TweenIn.Completed:Wait()
task.wait(3) -- an improved version of wait().
local TweenOut = TweenService:Create(MapLabel, TweenInfo.new(1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {TextTransparency = 1}) -- What this does is makes a tween that makes the UI out in.
TweenOut:Play()
TweenOut.Completed:Wait()
touch:Destroy() -- we can replace this line ONLY with the destroy part instead, because we're never getting a chance to disable the debounce, since this code is only supposed to run once.
end
end
end)
Feel free to remove this part
And put the touch variable back with :WaitForChild(). Either works, but I recommend :WaitForChild() more.