![]() The main factors influencing the clock are nuclear risk and climate change. A hypothetical global catastrophe is represented by midnight on the clock, with the Bulletin 's opinion on how close the world is to one represented by a certain number of minutes or seconds to midnight, assessed in January of each year. Maintained since 1947, the clock is a metaphor for threats to humanity from unchecked scientific and technological advances. The Doomsday Clock is a symbol that represents the likelihood of a human-made global catastrophe, in the opinion of the members of the Bulletin of the Atomic Scientists. The Doomsday Clock pictured at its 2023 setting of "90 seconds to midnight" For other uses, see Minutes to Midnight (disambiguation). Selectexit.MouseButton1Click:Connect(function()Īmountexit."Minutes to Midnight" redirects here. Local function toggleButtons(enabled:boolean) 'Rare Kiulu', 'Epic Kiulu', 'Legendary Kiulu', 'Exclusive Kiulu', Titlet.r1, titlet.r2, titlet.r3, titlet.r4, Plr:WaitForChild("otherItems"):FindFirstChild("Shield"), Local titlet = plr:WaitForChild('Titlet') Local boksit = plr:WaitForChild('Boksit') Local allitems = selectframe.ScrollingFrame Local plrr = game.Players:FindFirstChild(plrrname) Local plrrname = fullname:sub(1, fullname:find("'s") - 1) Local info1 = ingup:FindFirstChild("info0") Local info7 = ingup:FindFirstChild("info7") Local copy7 = ingup:FindFirstChild("copy7") Local info6 = ingup:FindFirstChild("info6") Local copy6 = ingup:FindFirstChild("copy6") Local info5 = ingup:FindFirstChild("info5") Local copy5 = ingup:FindFirstChild("copy5") Local info4 = ingup:FindFirstChild("info4") Local copy4 = ingup:FindFirstChild("copy4") Local info3 = ingup:FindFirstChild("info3") Local cop圓 = ingup:FindFirstChild("cop圓") Local info2 = ingup:FindFirstChild("info2") ![]() Local copy2 = ingup:FindFirstChild("copy2") Local info1 = ingup:FindFirstChild("info1") Local copy1 = ingup:FindFirstChild("copy1") If number >= min and number = 1 and item = 1 and item 18 then If you cannot find the issue, send your condensed code here again, maybe editing the question to use the newer code.Get it somewhat working for 2-3 buttons.Take inspiration from it and condense your local script.Test the server script, debug if necessary.It would also be easier to give that code to others for them to debug. That way it will be easier to find what’s wrong as there’s less to sift through. I’d highly recommend copying your scripts and only adding 2 or 3 items, then try and debug it. Hopefully you can take inspiration and learn from it I do my best to write and improve the simplicity and cleanliness of the code, but any assistance in making it more concise would make me really happy.īut i simplified your sever script and began to simplify your localscript My coding skills are still developing, and I’ve only been coding for about a year. ![]() As they are a bit lengthy, I’ve provided links to both:Īdditionally, I would greatly appreciate it if you could simplify and condense the code. I’m seeking assistance because I’m unsure how to fix this issue and streamline the scripts. It checks for the appearance of the next item offer and, upon detection, resends the same values to try adding the offer to the waiting list (screen.Cominup). I attempted to implement a pending system that sends the values back to the local script. For example, if I place 23x ITEM A on the board and then add 44x ITEM B, it deducts 23 from the ITEM A’s value and then subtracts 44 from the same value (ITEM A). Initially, this setup worked, but now I’m facing a problem where the values (such as item quantity) are getting mixed up. ![]() Players have 30-second time to buy the item, and up to 6 other items can be waiting for their turn. I’m creating a board where users can place their items, set a price, and specify the quantity they want to sell. Initially, everything looked fine, but after coming across an annoying bug on my board, my scripts turned into a mess. I’m encountering a strange issue with my scripts.
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