I recently transferred assets between games of mine, in which one of them has a LoadCharacter function when the deploy button is clicked. However, after a player presses the deploy button and respawns, one textlabel does not tween, while another does after a player interacts with a doors (video below)
wierd glitch
I used a Proximity Prompt customizer to make those doors so that when the invisible prompt is “showing”, the UI tweens, but it doesn’t
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Could you please provide some code? More specifically, the door code?
I actually fixed the Press E to Interact
gui by turning off ResetOnSpawn, but now a beam that clones and parents to the player and proximity prompt doesn’t appear for some reason, not sure why
If you haven’t fixed the issue yet, could you provide some code? I may be able to help you with this.
I used the code from this post which down below, edited to meet my use case
local Players = game:GetService("Players")
local ProximityPromptService = game:GetService("ProximityPromptService")
local LocalPlayer = Players.LocalPlayer
local Character = LocalPlayer.Character or LocalPlayer.CharacterAdded:Wait()
local UpperTorso = Character:WaitForChild("UpperTorso")
local RootRigAttachment = UpperTorso:WaitForChild("BodyFrontAttachment")
local Beam = game:GetService("ReplicatedStorage"):WaitForChild("Beam"):Clone()
Beam.Parent = UpperTorso
Beam.Attachment0 = RootRigAttachment
ProximityPromptService.PromptShown:Connect(function(prompt, inputType)
local promptRoot = prompt.Parent
local targetAttachment = promptRoot:FindFirstChildWhichIsA("Attachment")
if not targetAttachment then
targetAttachment = Instance.new("Attachment")
targetAttachment.Parent = promptRoot
end
Beam.Attachment1 = targetAttachment
end)
ProximityPromptService.PromptHidden:Connect(function(prompt, inputType)
local promptRoot = prompt.Parent
local targetAttachment = promptRoot:FindFirstChildWhichIsA("Attachment")
if targetAttachment and targetAttachment == Beam.Attachment1 then
Beam.Attachment1 = nil
end
end)
The beam just straight up doesn’t appear after the :LoadCharacter() occurs
Try setting the Beam
variable and properties each time you do :LoadCharacter()
, as it reloads your character therefore removing the clone from your character
Wouldn’t still clone the beam and change the attachments after the function is called? And plus, the UI that I’m doing the :LoadCharacter()
in isn’t at all connected to the beam script
What I do in these situations is check for errors and check in the Explorer to see what’s exactly happening in there
Sorry for the late reply, there are no errors in output, and the beam does not appear to be cloned or attached after the prompt appears. The beam apparently fails to clone after :LoadCharacter()
is called from the deploy button I mentioned earlier