Welcome to my channel. I'm MesmerizeDev you can call me Dev. I create high quality creative content on this channel and the content is about Gaming and Developing. I have at least 5 years of experience in programming and building.
The software that I use for my constructions is the "blender". My dream is to become a very talented and successful Developer.
For all the lazy people out there who don't want to type out all the code, here is the code: local userInputService = game:GetService("userInputService") local plr = game.Players.LocalPlayer local char = plr.Character or plr.CharacterAdded:Wait() local hum = char:WaitForChild("Humanoid") local SprintButton = script.Parent.Sprint local AcceleratedSpeed = 9 local NormalSpeed = 16 if userInputService.TouchEnabled then SprintButton.Visible = true else -- [[ TODO:Suggestion --if you want tou can disable all your GUIS Manually then --No scripting) and enable them here. --For instance plr.PlayerGut.GUI.Enable = true end SprintButton.MouseEnter:Connect(function() hum.WalkSpeed = NormalSpeed + AcceleratedSpeed for i = 1,5 do game.Workspace.CurrentCamera.FieldOfView = (70+(i*2)) wait() end end) SprintButton.MouseLeave:Connect(function() wait(2) hum.WalkSpeed = hum.WalkSpeed = AcceleratedSpeed for i = 1,5 do game.Workspace.CurrentCamera.FieldOfView = (80-(i*2)) wait() end end)
@@Ban33t To do that, firstly u need to add the value to folder which saves them. After that you need to break th script into two statements, first statement check if the player has a active quest, if not (else) then give him a new one
Can you update the quest system so when you rejoin it saves? For example, you get the quest, you can rejoin the quest objective label is still on your screen, if you kill 1 enemy, and rejoin it saves your progress.
@@MesmerizeDev For example! i have a teleport tool right? and i have to click to teleport somewhere Now another player walks up to me and touches me then when i have the teleport tool and i teleport they will also teleport with me
@@DevMaximoff-zt7lr Sorry for the late respond, u can do it by using a hitbox. For instance if the player touches the hitbox from the other player. The script of hitbox can easily detect it using property(Touched) and get easily the name of player from (getPlayerFromCharacter) and lastly u need to modify the teleportation . You can use loop for index,value... and after that tp everyone to their targeted location
@PretzelTVMan you can script it so when a player starts touching the hit box, the name is inserted to a table and after you can add a loop inside the function, where all name are included and then find in the workspace the player's humanoidRootpart and change the cframe according the click location. And lastly when the player stop touching the hit box, their names gets removed from that table.
It is very simple to save kills, firstly you need a table save so we get datastoreservice > Getdatastore then we get table's name. After that, we need to load the content of our table so Kill.value = --yourDataTableName(Variable) or 0(if there is no content on the table. For instance the player joins for the first time in the game, there is no previous data so we load a "starting amount"). Lastly, the most crucial "table saving" you can do it in two ways : first save the table when the currency changes ( Kill.Changed:connect(function() Yourtable:SetAsync(userid of player or the name, and the kill value) The other way is to save the table when the player leaves. You just create a different function
You can use math.random with the id's, for instance local pantsID = math.random(theidofpants1,......) local shirtID = math.random(theidshirt1,....) Let me know if you have any other doubts