What are some ways to trigger a script into working?

What are some ways to trigger a script into working?
I tried making a script to un-disable a script, but it didn’t work. (I did it like this:)

game.Workspace.ThePartWithTheScript.script.disabled = false

So what are some other ways to trigger a script into functioning through a script, and without using an “event”?


(And here is a second question)

Do badge-giver scripts have to be scripts, or can they be a local script?

You can add a value in workspace or wherever you like to.
Then you want to add a script that will say something like

workspace.TheValue.Changed:Connect(function()

and each time the value is changed the script will run through it’s code

You don’t have to put the value in workspace, you can also put it in a script but it will be different.

Answering your second question, the AwardBadge function must be called from a server-sided script, never a LocalScript.

There is no .disabled property, but there .Disabled, yes capitalisation matters.

This is a perfect implementation for ModuleScripts! Essentially, a ModuleScript is like a script, but it doesn’t run when a server/client is started. Rather, it only starts when a ServerScript/LocalScript require s it, allowing it to run. This is perfect when you want more organization in your code and a more efficient programming structure.

ModuleScripts can also hold all different types of data, including functions, strings, numbers, etc. You can even place events in ModuleScripts!

Say I wanted to run some code after a certain event is fired, I can require a module and call a method/function that will help me achieve that task.

-- ModuleScript
local codeRunner ={}


function codeRunner.RunSomeCode(value)
   -- run code here
   if value == "hello" then
      print("Good day")
   end
   return true -- I can even return values
end

return codeRunner

-- ServerScript
local codeRunner = require(my.codeRunner.Module)
value.Changed:Connect(function()
    local success = codeRunner.RunSomeCode(value.Value)
    if success then
      print("It ran without errors!")
    end
end)

TLDR; essentially a ModuleScript is a script that doesn’t do anything until a script require’s it, or “un-disables” it. It’s great if you want more organization in your code.

There shouldn’t really be a case where you have to Enable/Disable scripts for your game to work properly. That indicates that there is some underlying coding design problem.