Scripts doesn't run

Is this a bug or a memory issue, the scripts that run the departure screens for my railway game has stopped working for seemingly no reason at all with no error messages to be seen anywhere. it just doesn’t seem to even start running. It is located in the server script service if anyone is wondering

1 Like
  1. El script está deshabilitado
    Selecciona el Script en Roblox Studio.
    Comprueba que la propiedad Disabled esté en false.

  2. Está en el lugar incorrecto
    Los Script normales deben estar en lugares como Workspace, ServerScriptService o dentro de herramientas.

  3. Los LocalScript solo funcionan en StarterPlayerScripts, StarterCharacterScripts, StarterGui, Backpack o herramientas del jugador.
    Hay errores en el código
    Abre View → Output y revisa los errores que aparecen en rojo.

  4. No estás ejecutando el juego correctamente
    Prueba con Play (F5) en lugar de solo editar el mapa.

  5. El script espera un objeto que no existe
    Ejemplo:

local Part = workspace:WaitForChild("Part")
Si “Part” no existe, el script puede quedarse esperando.

  1. Los filtros de Roblox bloquean la acción
    Algunas cosas deben hacerse desde el servidor y otras desde el cliente usando RemoteEvent.

From these 5 words, I assume that your script is indeed in the wrong place.

Correct me if I’m wrong, but, basically you’re trying to change the visuals of the departure screen.

Now, as a rule of thumb, Roblox is split into 2 contexts:
The Server - (The actual game server)
And the Client - (The user’s device)

Typically, the Client and Server cannot interact without the need of bridges. For example, you cannot have the player go “Hey, I want to delete this brick” and have it deleted. You’d need a connection from the Client to the Server (eg, a RemoteEvent).

Visuals (like your departure screen) appear on the Client, and as such, are controlled by the client.

You should be using a LocalScript to control the UI that’s displayed on the departure screen.

To make everything work, you could have the Server (with a script in SSS, or elsewhere) send the departure data to the client over a RemoteEvent, then use the data from the RemoteEvent and update the departure board with a LocalScript (StarterPlayerScripts).

Your pipeline will be now:
Server --[RemoteEvent]–> Client → Display departures

So, the key point here is making sure your server scripts are on the server, and your client/local scripts are on the client, and having a RemoteEvent/RemoteFunction to connect the two.

Hope that helps! c:

Problem with this idea is that roblox scripts will still give you a warning “Infinite yield possible”

Unless OP gives full context like the code, type of script. we don’t really know.

1 Like

the script isn’t disabled (it isn’t greyed out like disabled scripts)
its a server side script inside the serverscriptservice
there are no errors in the console that are related to it
I am using the test mode when I start the game
no infinite yield warnings have popped up for the scripts
the script works entirely on the server side and I have checked the server perspective and nothing is happening there either

2 Likes

I found out the source of the problem and for some reason it wasn’t logging error messages, its all good

3 Likes