To fix this, you need to change the value on the server. This makes it possible to make changes in the workspace that only one player will see. The server will reject the change and not show it to the other players. For example, if a LocalScript creates a part, the part will only exist on that player’s workspace. When a LocalScript modifies an object in the game, the change will be made on the client (player only), but will not replicate (send signal to change) to the server. You have changed the Cash value in your LocalScript. ServerScript (Cash Collect) local click = TypeWrite("Looks like you don't have enough money to buy the epic Troll Burger.", dialoglabel) Local goodbyetext = "Comeback when you have enough money." If #player.Backpack:GetChildren() = 0 thenĬlone.MouseButton1Click:Connect(function() Print("Didn't pick up the tool! Inventory full")įor _,v in pairs(player.Backpack:GetChildren()) do Local Tool = rep.Tools:Clone()įor _,v in pairs(player.Character:GetChildren()) do What is the issue? Include screenshots / videos if possible! It just saves the previous money I had before I buy an item. For some reason, the money didn’t save the previous value when buying an item through localscript. It’s a bit hard to explain but I hope the video below will explain to you. What do you want to achieve? Keep it simple and clear! You can write your topic however you want, but you need to answer these questions:
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