What i want to achieve:
Random amount of TextButtons created and parented to a ScrollingFrame. With in the TextButton is a cloned script “ButtonScript”.
Amount of TextButtons are the amount of all scripts in game.
I am also trying to keep the TextButton script separate from the main script.
main script is the “Refresh” button
“Script1” is the TextButton so is “Script2” etc
“ButtonScript” is cloned into all the TextButtons
The issue still remains that any cloned script after the plugin refreshes will not run.
And if a script is disabled then re-enabled after the plugin refreshes it will not run.
̶I̶ ̶h̶a̶v̶e̶ ̶s̶o̶m̶e̶ ̶u̶s̶e̶ ̶c̶a̶s̶e̶s̶ ̶f̶o̶r̶ ̶c̶l̶o̶n̶i̶n̶g̶ ̶t̶h̶e̶ ̶s̶c̶r̶i̶p̶t̶ ̶i̶n̶ ̶t̶h̶e̶ ̶f̶i̶r̶s̶t̶ ̶p̶l̶a̶c̶e̶ ̶b̶u̶t̶ ̶i̶ ̶c̶a̶n̶’̶t̶ ̶t̶h̶i̶n̶k̶ ̶o̶f̶ ̶o̶n̶e̶ ̶a̶t̶ ̶t̶h̶e̶ ̶c̶u̶r̶r̶e̶n̶t̶ ̶t̶i̶m̶e̶.̶
The code here is an example of the issue.
-- main script --[[ put this in plugin ]] wait(1) print("Create Script") local run = script.run local run_Clone = run:Clone() run_Clone.Name = "Running" run_Clone.Disabled = false run_Clone.Parent = script
-- run script --[[ parent this to main script ]] print(script.Name)
I have looked through the devform and could not find a post related to this issue.