I think there’s something wrong related to module script as in engine bug, could be me though because it should work.
I think the engine bug is related to module scripts in short
(nevemind)
I think there’s something wrong related to module script as in engine bug, could be me though because it should work.
I think the engine bug is related to module scripts in short
(nevemind)
wait wait wait
can you define tweenservice INSIDE the function? it might work maybe because we dont see tweenservice getting defined there (I have reasons for you to define it inside the function btw just do it!!)
even if it’s defined outside of function it might work why? I have no idea just got a feeling
Nope, didn’t do it
character limit
probably engine bug, no idea what’s wrong
maybe try outside studio? I actually have no clue
Maybe there is something wrong with the Gui
variable?
*edit my bad forgot that it cancels at task.wait
I’m pretty sure that’s not the issue, because the first tween works as usual
It may have to do with the fact that a modulescript only runs once, so there’s conflicting code.
“ModuleScripts run once and only once per Lua environment and return the exact same value for subsequent calls to require.”
“Note that the first call to require on a ModuleScript will not yield (halt) unless the ModuleScript yields (e.g. calls task.wait()). The current thread that called require will yield until a ModuleScript returns a value.”
I tried this as a standalone function inside a regular script, gave the same results.
I’m pretty sure that won’t do anything because I’ve restarted studio many times since this issue came up.
Did it work before, like did it stop working suddenly?
return function(Player: Player, Message: string)
task.spawn(function()
local Gui = Player.PlayerGui.WarnGui.Warning:Clone()
Gui.Parent = Player.PlayerGui.WarnGui
Gui.Text = ("Notification: %s"):format(Message)
Gui.Name = Message
local Sfx = Sounds.PaperWrite2:Clone()
Sfx.Parent = Gui
Sfx:Play()
warn("fading in")
TweenService:Create(Gui, TweenInfo.new(0.25), { TextTransparency = 0 }):Play()
task.wait(3) -- Cancels thread execution
warn("fading out")
TweenService:Create(Gui, TweenInfo.new(0.25), { TextTransparency = 1 }):Play()
task.wait(0.5)
warn("destroying")
Sfx:Destroy()
Gui:Destroy()
end)
end
It was slightly different before, like the GUI wasn’t cloned, etc. but nothing that would effect the thread. (Basically the same in terms of strcutre)
I’ve stated this before.
char limit
local tween = ..:Play()
tween.Completed:Once(function()
-- other tween
)
How about this
I can try that, however the goal is to wait 3 seconds before the gui disapears.
game.Debris:AddItem(Gui,3) should work then
What if you try spawning the function from the requiring script instead of in the module?
task.spawn(require(Module))
Thanks everyone for the help, but I decided to use an open source notification system instead.
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