Hello,
-
What do you want to achieve? Keep it simple and clear!
I have created a system where the customer orders an object and then goes to pick it up. -
What is the issue? Include screenshots / videos if possible!
When the NPC order something, it store the order in a string value. It supposed to give him the item that he ordered if I have it equipped and if the item name match with the value stored in the string value.
But it dosen’t, even if the item name and the value are the same…
At line 20, it tell me what item I have equipped and at line 22, the npc order. But instead of giving him the item, it execute the “else” in the script. -
What solutions have you tried so far? Did you look for solutions on the Developer Hub?
I have try to search on google, but I haven’t found anything.
local destination = game.Workspace.System_PNJ.Delete
local SC = game.Workspace.System_Commande
local PathfindingService = game:GetService("PathfindingService")
local EC = game.Workspace.EcranCommande.Ecran
local D = true
script.Parent.Client.Touched:Connect(function(touchie)
local Cha = touchie.Parent
local Hum = Cha.Humanoid
if touchie.Parent.Name == "Customer" and D == true then
D = false
script.Used.Value =true
script.Parent.Ecran.Order.Enabled = true
script.Parent.Ecran.Order.Triggered:Connect(function(plr)
local PN = plr.Name
local IH = plr.Character:FindFirstChildOfClass("Tool")
print(IH) --Line 20
local PNJ_Item = Cha.PNJ_Data.Commande.Value
print(PNJ_Item) --Line 22
if PNJ_Item == IH then
IH:Destroy()
Hum.DisplayName = "Thanks!"
local V = Cha.PNJ_Data.NumeroCommande.Value
script.Parent.SurfaceGui.ScrollingFrame[V]:Destroy()
local path = PathfindingService:CreatePath()
Hum:MoveTo(destination.Position)
wait(0.5)
D = true
script.Used.Value = false
Hum.MoveToFinished:Wait()
else
local DN = Hum.DisplayName
Hum.DisplayName = "I haven't ordered that!"
wait(3)
Hum.DisplayName = DN
end
end)
end
end)
![]()
If someone know how to fix this, your welcome…
Thanks.