Pet follow module [Simulator style]

These is severely less performant and will cause numerous problems, looping through pets is significantly more performant.

All pets are not rendered and moved locally therefor they will run depending on the specs of the clients computer this also means the parts don’t have to exist on the server meaning you don’t need to worry about network ownership.

2 Likes

I tested it with 2 players and I couldn’t see the other player’s pets.

2 Likes

May I ask how you are adding the other player’s pets?

3 Likes

PetModule:AddPet(petName) on the client. am I doing it wrong?

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That will only add the pet to the local player, I recommend re-reading my API documentation, if you want to add a pet for another player you need to do :AddPet(Player,PetName)

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How do I use this? I am not good at scripting and I don’t know how module scripts work. Where do I put the module script and example code script?

If you are struggling with using the module I recommend downloading the rbxm file which provides a place repro of how to set it up :slight_smile:

3 Likes

The rbxm file just gives me the module like the model. I’m pretty sure rbxm is just for models and rblx is for places. Do you mean rblx file?

Oops :grimacing: got confused since some of my modules I give place repros.

Ok so you do need intermediate scripting knowledge to use this module and if you need a basis I would look at the example code provided in the post

This should go in a local script instead StartGui / StarterPlayerScripts

2 Likes

It gives this error when I use it:
Infinite yield possible on ‘Players.BloxianParrot:WaitForChild(“PetFolder”)’ - Studio

Great module, very easy to use, and saved me quite a bit of time! However, I’d like to point out a few bugs that need to be fixed:

When a player dies, the output is flooded with errors:

To fix this, change:

if Character then -- line 52

to:

if Character and Character.PrimaryPart then -- line 52

When a player dies, the HumanoidRootPart is destroyed, but the character still exists, therefore if Character would still return true.

Also, another thing that needs to be fixed is that you forgot to loop through and add players that already exist in the server. To fix this, add this code somewhere at the bottom of the script:

for _,player in pairs(game.Players:GetPlayers()) do
    AddPlayer(player)
end
Full Code
local PetFollowModule = {}
local ModuleFunctions = {}
local ActivePets = {}

local Settings = require(script.Settings)
local LocalPlayer = game.Players.LocalPlayer

local YPoint = 0
local Addition = Settings.YDriftSpeed
local FullCircle = 2 * math.pi

local RunService = game:GetService("RunService")

function SetPetCollisions(Model)
	for _, Part in pairs(Model:GetDescendants()) do
		if Part:IsA("BasePart") then
			Part.CanCollide = false
			Part.Anchored = true
		end
	end
end

function getXAndZPositions(Angle, Radius)
	local x = math.cos(Angle) * Radius
	local z = math.sin(Angle) * Radius
	
	return x, z
end

function ModuleFunctions:AddPet(Player, PetName)
	if not PetName then PetName = Player Player = LocalPlayer end
	
	local PetModel = Settings.PetFolder[PetName]:Clone()
	PetModel.Parent = ActivePets[Player.UserId]
	
	if Player.Character then PetModel:SetPrimaryPartCFrame(Player.Character.PrimaryPart.CFrame) end
	
	SetPetCollisions(PetModel)
	
	return PetModel
end

function UpdatePetPositions()
	YPoint = YPoint + Addition
	if YPoint > Settings.YDrift or YPoint < -1 * Settings.YDrift then Addition = -1 * Addition end 
	
	for Id, Folder in pairs(ActivePets) do
		if Folder.Parent == game.Workspace then
			local Player = game.Players:GetPlayerByUserId(Id)
			local Character = Player.Character
			
			if Character and Character.PrimaryPart then
				local PetTable = Folder:GetChildren()
				local PetTableLength = #PetTable
				local Count = 0
				
				for _, Pet in pairs(PetTable) do
					Count += 1

					local Angle = Count * (FullCircle / PetTableLength)
					local X, Z = getXAndZPositions(Angle, Settings.Radius + (PetTableLength / 2))
					local Position = (Character.PrimaryPart.CFrame * CFrame.new(X, YPoint, Z)).p
					local LookAt = Character.PrimaryPart.Position
					local TargetCFrame = CFrame.new(Position, LookAt)
								
					local NewCFrame = Pet.PrimaryPart.CFrame:Lerp(TargetCFrame, Settings.Responsivness)
					Pet:SetPrimaryPartCFrame(NewCFrame)
				end
			end
		end
	end
end

function ModuleFunctions:RemovePet(Player, PetId)
	if not PetId then PetId = Player Player = LocalPlayer end
	ActivePets[Player.UserId][PetId]:Destroy()
end

function ModuleFunctions:HidePets(Player)
	ActivePets[Player.UserId].Parent = game.ReplicatedStorage
end

function ModuleFunctions:HideOthersPets()
	Settings.OtherPetsVisible = false
	
	for Id, Folder in pairs(ActivePets) do
		if Id ~= LocalPlayer.UserId then
			Folder.Parent = game.ReplicatedStorage
		end
	end
end

function ModuleFunctions:HideAllPets()
	Settings.AllPetsVisible = false
	
	for Id, Folder in pairs(ActivePets) do
		Folder.Parent = game.ReplicatedStorage
	end
end

function ModuleFunctions:ShowPets(Player)
	ActivePets[Player.UserId].Parent = game.Workspace
end

function ModuleFunctions:ShowOthersPets()
	Settings.OtherPetsVisible = true
	
	for Id, Folder in pairs(ActivePets) do
		if Id ~= LocalPlayer.UserId then
			Folder.Parent = game.Workspace
		end
	end
end

function ModuleFunctions:ShowAllPets()
	Settings.AllPetsVisible = true
	
	for Id, Folder in pairs(ActivePets) do
		Folder.Parent = game.Workspace
	end
end

function AddPlayer(Player)
	ActivePets[Player.UserId] = Instance.new("Folder")

	if Settings.OtherPetsVisible and Settings.AllPetsVisible then
		ActivePets[Player.UserId].Parent = game.Workspace
	else
		ActivePets[Player.UserId].Parent = game.ReplicatedStorage
	end
end

for _, player in pairs(game.Players:GetPlayers()) do
	AddPlayer(player)
end

game.Players.PlayerAdded:Connect(AddPlayer)
AddPlayer(game.Players.LocalPlayer)

game.Players.PlayerRemoving:Connect(function(Player)
	ActivePets[Player.UserId]:Destroy()
end)

RunService:BindToRenderStep('Update', 1, UpdatePetPositions)

setmetatable(PetFollowModule, {__index = ModuleFunctions})
return PetFollowModule
3 Likes

Can you help me summon the pet?

Script in Workspace:

game.Players.PlayerAdded:connect(function(p)
local petFolder = Instance.new(“Folder”)
petFolder.Name = “PetFolder”
petFolder.Parent = p
local pet = script.Pet
local petClone = pet:Clone()
petClone.Parent = p.PetFolder
end)

Script in StarterPlayerScripts:

local PetFolder = game.Players.LocalPlayer:WaitForChild(‘PetFolder’)
PetFolder.ChildAdded:Connect(function(Child)
PetModule:AddPet(Child.Pet)
end)

PetFollowModule is in serverstorage


local PetFollow 
local Player = game.Players.LocalPlayer
function PetController:Start()
    
    PetFollow = require(game.ReplicatedStorage.PetFollowModule)
    PetFollow:AddPet(Player, "Dominus Sky")
end

I can only see this. I thought if I give this parameter it will work ??

The client cannot access ServerStorage, therefore you will have to use the pet script through the server.

Keeps on saying it’s an unknown global when I try to use it.

I believe I fixed this in the version of the module I use, not sure if I published it to this post. After school I’ll update the module in the post to the new version :+1:

3 Likes

does this PetFolder ScreenGUI exist in the playerGUI’s?

Been aware for a very long time about the fact that this doesn’t support server client relationship very well… I guess thats the result of being tired and not having time to test.

Not really interested in documenting it, but if you want to actually use the infrastructure in a production game here is the fixed version. I would note that the old system’s pet movement code was fine It was just adding / removing pets.

PetFollowModule v3.rbxm (2.6 KB)

7 Likes

Thank you soo much for doing this! It’s amazing!

1 Like

Does it work like this (this is a local script in starterGui)?

wait(10)
local module = require(workspace.PetFollowModule)
local Player = game.Players.LocalPlayer
module:AddPet(Player, 'Spikey Balloon')

It still only shows the pets for the client, Are you sure you sent the right file? Because I think they are the same.
Thanks!