I am also actively trying to see if I can get it to bug out again on studio during playtest.
I also wanted to note that these are the only warnings I am aware of, but I doubt it would also affect the guns, cause without the menu in a different facility at Haddock Tech, works just fine even with the supplied warnings;
as much as i also agree w this comment;
this is devforum after all
i wonder why this post screams self promotion to me in a way but thats just me.
either way id love to see the output you are getting, please show a screenshot when it doesnt play the animation, nacigate to view → output and send a looovely screenshot.
try adding prints like crazy, it may be the weirdest way of debugging but adding a few custom warns() and prints here and there have severly helped me and many in the past with debugging.
Ok, number one, I do not appreciate you are immediately jumping to conclusions when I am listing specifically where my issue is taking place, to provide context, and two, Thank you about the idea of debugging, I will set that up now. However, if you had not read, it seems to work almost 9/10 on playtest, and seems very rare that it would bug out on playtest, and instead, I will do that in game as I know that is where 10/10 it will break/bug.
Owner of HT here. We are genuinely asking for help here. Since we’re both stumped on how a main menu UI is somehow interfering with our weapons system.
send the main menu script then anyone who steals any code is a saddo and you cant change my mind; no need to add all these fancy marks all over the place because whats the point in stealing code and using it if you can’t understand and maintain it??
can i see that lovely lovely output i wanted to see? when it does break do it in studio if you can, ideally add warns and prints just because warns make it nice n yellow
I did think about potentially narrowing down few potential causes, as I noted the following for the menu script:
storing a Character reference and updating it on CharacterAdded:
local Character = player.Character or player.CharacterAdded:Wait()
...
player.CharacterAdded:Connect(function(newCharacter)
Character = newCharacter
end)
gun system listens for Humanoid movement or animations, but the menu restores the walkspeed and jumppower, and after the menu, I give myself the weapons, or click the loadout giver to receive the weapons, where it appears the guns stop working.
I am a bit confused but what I think you are saying is that when the menu is enabled, it will break the gun system in-game if that is right
have you tried commenting out all things revolving the camera in your menu screen, then testing in-game to see if that really is the problem? It can narrow things down a lot
If speaking more professionally, I suggest you review quite a few parts of the code. There are a lot of outdated and now practically useless nowadays structures. Rewriting the code to more modern standards will probably fix the issue you are having
Sir how long have you slept or maybe you are a time treveler from 2018?
You are yeilding for non existen object as since RbxUtility doesnt exist anymore since like 2020
ah. I see…I have known that it’s been used for as long as I am aware…however I do wish to know what other methods there are to implement into the weapon system? although realistically as of now there’s an issue with our menu somehow interfering with the weapon system.
However; the OP mentioned there is another way to use LoadLibrary still, which is this;
Indeed it would appear so…It’s been used as long as I have ever known by @Almonty7655 --as far as I know the script has been the same ever since I have been around in 2021-2022…It does still work, but I would agree heavily on figuring out newer implementations and what-not.
I wanted to also follow up with the commenting out of the camera parts; it still appears to be broken, which still seems awkward…
Even removing the menu completely, it still appears to be broken, still…confirming my worst suspicions that loadlibrary has probably begun quitting to function…or something else…
However I have checked every other facility and those guns seem to work perfectly fine…It is only just in the headquarters that it seems to not be working.
I HAVE FOUND THE SOLUTION!! Frantically looking and ensuring everything was being declared properly, I have since found that the issue was actually from a remote event that prematurely existed in the replicated storage that really should not have been there. Specifically, the RemoteEvent ClientConnection. A remoteEvent instance is created by the servermanager, and somehow, this remote event was on the studio which should not have been there anyways, which was essentially duplicating and was the true reason the guns were bugging. Fortunately, the root cause was indeed this, instead of the menu. Thank you to everyone who helped! Even then…Some day…the guns might end up breaking, but who knows.
there is and was no issue with our menu…just a bunch of coincidences that disguised the actual issue at hand…which had me believing that the menu was causing some interference.