i love the amount of effort going into making this series, especially considering how big of a game doors is right now, lots of aspiring and experienced developers are looking to create something like doors. keep up the great work!!
damn, you never fail to impress us with the start room and the very fast update on your tutorials edit: you can put if the Key is a Tool, else it will mistake the player's avatar as the actual Key
If your original key disappears, check if it’s falling into the void or not. If not then check scripts and see which line it disappears. I don’t know what happened but my attachment was called content instead of location so check that too
If you want to test quickly you can add highlight to your key handle so you can find the key easily This is also good for checking if a normal room has a key or not
TYSM FOR THESE TUTORIALS! You have earned yourself a new subscriber! Also for those that are having problems, here are some tips: If your key is spawning but you cant pick it up, make sure that it is big enough so the prompt can register properly. Make sure to have atleast one drawer or desk per room. This is so you can avoid running into locked doors but theres no drawers or desks, ergo, the key cant spawn. *TYPE EXACTLY THE WAY HE TYPES IT! I HAD TONS OF ERRORS JUST BECAUSE OF SIMPLE TYPOS I MADE*
And how does it says that (Key is not a valid member of Folder "Workspace.Items") and which the name is all in details also it's not a bug it have spawned even though that i have checked output which result the key has spawned and it cannot trigger it is only because handle was not made by me
If the tool breaks in the output saying : key is not a child of workspace.items it’s because you can only have the handle in the tool part you can’t have any other parts or meshes
Hey GnomeCode, love the work. Question, is it possible to make it so you have to hold on a proximityprompt for a few seconds before the door is unlocked and instead of destroying the lock, can you make it fall to the ground instead? Thanks!
prompt = the ProximityPrompt which activates the lock falling/dissapearing Hold Proximity: 'prompt.HoldDuration = 3' or any other number in seconds Fall lock to ground: you want to replace 'doorModel.Lock:Destroy()' with: 'doorModel.Lock.Anchored = false' You can always reply to this comment if you experience issues!
i know im 3 - 2 episodes late but how will i make it so that a room generates after you open a door, and after like 5 or 6 rooms, the previous rooms get deleted, so that i dont have to lag everytime i test
You can do it yourself just copy the rooms but take out the lights......... could you also find out how to make my flashlight stop spawning in the same drawer as my key?
@@apro8723 maybe do this: local occupied = Instance.new("BoolValue") occupied.Value = false then maybe add another thing the flashlight spawning function expects: occupied the maybe write this in your flashlight spawning function: if occupied.Value == false then cut everything in the flashlight function exept the new lines of code then maybe do this at the end of the if statement: else return i havent tried this for myself, but hopefully it will work, reply back if it works or not
@@apro8723 maybe do this: local occupied = Instance.new("BoolValue") occupied.Value = false then maybe add another thing the flashlight spawning function expects: occupied the maybe write this in your flashlight spawning function: if occupied.Value == false then cut everything in the flashlight function exept the new lines of code then maybe do this at the end of the if statement: else return i havent tried this for myself, but hopefully it will work, reply back if it works or not
I did all the script up to the end of item locations but when i tested it everything worked but no part every got spawned into workspace. How do i fix this?
Hi gnome, I really appreciate the time you invest into these tutorials. Anyways, I have an error which says "Key is not a valid member of folder 'Workspace.Items'". The problem is in line 6 local tool = workspace.Items.Key:Clone(). How can I fix this?
make sure your key is in the items folder which is in workspace, it should look like this: Workspace > Items > Key. If that doesn’t work, you will have to carefully check your script. also make sure key and item folder has the right spelling. stick with the orginal line btw
I don’t really know what to do either. I don’t have any errors in the output, but when I pick up the key it just disappears and doesn’t go into my inventory. Is there any way I can fix that?
GnomeCode! Hello! I love the series, but there is one thing I have been trying to make for ages: realistic movement, similar to the game Evade if you have played it. Could you make a tutorial for that?
The drawers doesn't work after I managed to make the key generation work. The drawers don't open. I have gone through the vid like 3 times to find any typos but can't find any. Does anyone know what could be wrong?
Hi GnomeCode. So ive been stuck for a while, and I am very far behind, so im commenting on the newest video in the series so you might see this. So after part 1, I decided to try adding rooms with turns. However, when i had done this, the rooms with turns began phasing through the straight rooms, messing up the whole thing.. I have no errors in my code, and my entrance and exits are facing the correct way, please help.
@@KJTCG Hi. So I went through the entire video and I copied his code. However, I have now been hit with the error saying: "Server.Server.Room:14: attempt to index nil with 'Direction' This error did not appear last time, and I have struggled to fix it, any ideas?
Ayo gnomecode! did you made the keys unable to spawn in rooms with no drawers? edit: i figured out yes because if there's no furniture folder the room won't furnish so there won't be keydoors in rooms without furniture
Why are my parts spawning on and under the drawers, how do i fix that? edit; Nvm I've fixed it, the primary part of the drawers had can collide can query and can touch on, i just turned them off and now it's spawning in the drawers
@GnomeCode I am having trouble getting item locations, instead of it trying to place parts it won't generate the rooms. Can you please help me out? Is it something in the Room Module that is wrong? I you can help me out it would be super apperciated!
This could mean 2 things: 1. The name parameter of the code is different from the item name in the folder, so it returns nil 2. The item you are trying to find does not exist anymore (Could be caused by having an unanchored and uncollidable tool fall into the void on game start)
hello i have this problem saying (CFrame is not a valid member of Model "Workspace.GeneratedRooms.LeftTurn.Furniture.Drawer") and i dont really get what to do here.
Hey gnome, how could i make this generate different items? Like for example vitamns. I know how to do it, but only on locked doors, and the key cant appear if i generate the vitamins
I hate to be the one to say it, but the lock's on the wrong side. The hinge is on the left, but the lock should be on the right. I haven't finished this series, so you can yell at me if this is covered in a future episode.
everything works..... well sometimes. every now and again a room that doesn't have furniture spawns with a lock like say the stairs, and also my keys sometimes don't spawn i swear i followed everthing what happen?
@@dawt838 you're all wrong. the AI actually just checks if a player's humanoid's walkspeed goes over a certain amount. if its equal to or less than the crouch speed then it will not target or go towards the player. if they get too close, it will automatically chase said player.
For people that haves problems with not getting key do this: Drag the items folder to replicated storage Try this code: local item = {} function item.Interact(player, prompt, template, itemName) if player.Character then if itemName == "Key" then local tool = game.ReplicatedStorage.Items.Key:Clone() local backpack = player:WaitForChild("Backpack")
tool.Parent = backpack end
prompt.Enabled = false template:Destroy() end end function item.New(location, itemName)
local itemObject = game.ReplicatedStorage.Items:FindFirstChild(itemName)
if itemObject then local itemHandle = itemObject.Handle:Clone() itemHandle.Position = location.WorldPosition
@@DuolingoExtra Broski ive got a problem, the first door doesnt open, there is every lock on a generated door. I changed the chances to make it rare but the doors still got every lock. Do you know why this is happening? i go no errors nor any spelling error/ Warning.
I got an error it says Lock is not a valid member of Model "Workspace.GeneratedRooms.SmallRoom.Door" and I did everything right. It also won't destroy the key. Any tips?
My code is local TweenService = game:GetService("TweenService") local door = {} function door.Open(doorModel) doorModel:SetAttribute("Open", true)
local cframe = doorModel.Hinge.CFrame * CFrame.Angles(0, math.rad(100), 0) local doorTween = TweenService:Create(doorModel.Hinge, TweenInfo.new(0.5), {CFrame = cframe})
doorTween:Play() doorModel.Door.Open:Play() end function door.New(roomModel, number, locked) local doorModel = workspace.Door:Clone() doorModel:PivotTo(roomModel.Exit.CFrame) doorModel:SetAttribute("Open", false)
doorModel.Sign.SurfaceGui.TextLabel.Text = string.format("%03d", number) doorModel.Lock.Transparency = locked and 0 or 1
doorModel.Sensor.Touched:Connect(function(hit) local humanoid = hit.Parent:FindFirstChild("Humanoid") if humanoid and doorModel:GetAttribute("Open") == false then if not locked then door.Open(doorModel) elseif humanoid.Parent:FindFirstChild("Key") then doorModel.Lock:Destroy() humanoid.Parent.Key:Destory() door.Open(doorModel) end
guys... when the door gets Locked, the key doesn't Appear.. i even tried inserting SOOO MANY drawers to test if the key will appear, but it didn't still...how do i fix it
can someone help? line 6 of the Item Module script clones the hammer, right? well for some reason when i use it for 1-2 times it doesnt let me pick it up and either says "Hammer is not a valid member of folder "Workspace.Items"" or "Furniture script timed out/exhausted" what do i do?
19:45 When I go to pick up the key It disappears and does not go into me inventory. I've been looking back and forward through all the scripts for over 2 hours and there is, no errors/typos. what the hell do I do. The script: local item = {} function item.Interact(player, prompt, template, itemName) if player.Character then if itemName == "Key" then local tool = workspace.Items.Key:Clone() tool.Parent = player.Backpack end prompt.Enabled = false template:Destroy() end end function item.New(location, itemName) local itemObject = workspace.Items:FindFirstChild(itemName) if itemObject then local itemHandle = itemObject.Handle:Clone() itemHandle.Position = location.WorldPosition local weld = Instance.new("WeldConstraint") weld.Part0 = itemHandle weld.Part1 = location.Parent weld.Parent = itemHandle itemHandle.Parent = location local prompt = Instance.new("ProximityPrompt") prompt.ActionText = "" prompt.MaxActivationDistance = 6 prompt.Parent = location prompt.Triggered:Connect(function(player) item.Interact(player, prompt, itemHandle, itemName) end) end end return item
@@Mr.RanklesTheSeeker already fix the problem here is the script if you still have the problem local RunService = game:GetService("RunService") local ServerStorage = game:GetService("ServerStorage") -- Check if the Key exists in workspace.Items and create a backup in ServerStorage local originalKey = workspace:FindFirstChild("Items") and workspace.Items:FindFirstChild("Key") if originalKey then originalKey = originalKey:Clone() originalKey.Parent = ServerStorage -- Store a backup of the original Key in ServerStorage print("Original Key cloned to ServerStorage.") else warn("Key not found in workspace.Items at the start.") end -- Continuously monitor the Items folder to ensure the Key is always present RunService.Stepped:Connect(function() if not workspace:FindFirstChild("Items") then warn("Items folder is missing from workspace.") return end -- Check if the Key is missing from workspace.Items if not workspace.Items:FindFirstChild("Key") then if ServerStorage:FindFirstChild("Key") then local keyClone = ServerStorage.Key:Clone() keyClone.Parent = workspace.Items print("Key restored to workspace.Items!") else warn("No backup Key found in ServerStorage.") end end end) just insert a script in the serverscriptservice and paste it inside of it
@@Mr.RanklesTheSeekerIt might be because you have CanCollide set to false in the key’s handle, because that makes it fall through the map and disappear.
i love the amount of effort going into making this series, especially considering how big of a game doors is right now, lots of aspiring and experienced developers are looking to create something like doors. keep up the great work!!
YOOO ITS MEKBOK. can't wait to play unhinged by the way. have a great day
Mekbok... I am the first to reply (:
@@Airdart306 hey! glad u recognized me... i am proud 🥲
@@Airdart306 u have a good day too ❤️
Me to and it is inspiring for me ;-)
That was REALLY quick! I was not expecting this! Thanks again for this epic tutorial!
2 days ikr
damn, you never fail to impress us with the start room and the very fast update on your tutorials
edit: you can put if the Key is a Tool, else it will mistake the player's avatar as the actual Key
as*
If your original key disappears, check if it’s falling into the void or not. If not then check scripts and see which line it disappears.
I don’t know what happened but my attachment was called content instead of location so check that too
If you want to test quickly you can add highlight to your key handle so you can find the key easily
This is also good for checking if a normal room has a key or not
Wooo hooo! I wasn’t expecting another tutorial so fast! For your great content I’ll reward you with +1 subscriber (with notifications on)
im not completed 4th tutorial, and you created new!!!! thank you so much GnomeCode for cool content! :D
TYSM FOR THESE TUTORIALS!
You have earned yourself a new subscriber!
Also for those that are having problems, here are some tips:
If your key is spawning but you cant pick it up, make sure that it is big enough so the prompt can register properly.
Make sure to have atleast one drawer or desk per room. This is so you can avoid running into locked doors but theres no drawers or desks, ergo, the key cant spawn.
*TYPE EXACTLY THE WAY HE TYPES IT! I HAD TONS OF ERRORS JUST BECAUSE OF SIMPLE TYPOS I MADE*
I tried to implement door specific rooms but I always run into an error with the doors no longer generating after the door specific room
@@SunnyNightsStudios what code do you use to generate your pre-generated room if thats what you mean
aye this really late but the key spawns in a different room then the lock, know why
for me, it says Key is not a valid member of Folder "Workspace.items"
And how does it says that (Key is not a valid member of Folder "Workspace.Items") and which the name is all in details also it's not a bug it have spawned even though that i have checked output which result the key has spawned and it cannot trigger it is only because handle was not made by me
Looking forward to see what you're adding next! :D
Wow man!!! thank you for this series!!!
Only can imagine that part 6 comes out as fast as part 5. Amazing job!
The details are awesome in the rooms!
Gnome Code, i've finally created a door game! Thanks to you i can add the enemies now
Let's go!! Keep them coming!! Your doing great!!!
You're my favorite coder you help me make so many games thank you for these amazing tutorials
If the tool breaks in the output saying : key is not a child of workspace.items it’s because you can only have the handle in the tool part you can’t have any other parts or meshes
Next, add special rooms like the puzzle room and the lever room
You should improve the lighting by making it "Future Lighting". Love your videos!
Hey GnomeCode, love the work. Question, is it possible to make it so you have to hold on a proximityprompt for a few seconds before the door is unlocked and instead of destroying the lock, can you make it fall to the ground instead? Thanks!
prompt = the ProximityPrompt which activates the lock falling/dissapearing
Hold Proximity:
'prompt.HoldDuration = 3' or any other number in seconds
Fall lock to ground:
you want to replace 'doorModel.Lock:Destroy()' with: 'doorModel.Lock.Anchored = false'
You can always reply to this comment if you experience issues!
@@tnbouma K thanks!
@@tnbouma I was thinking of using a proximity prompt too but I wasn't sure how to do it
Petition for GnomeCode to do a ViewModel tutorial.
yee
sign
agree
*signs*
AGREED
Hooooooooo
I Love So Much This Serie Please Make More???
i know im 3 - 2 episodes late but how will i make it so that a room generates after you open a door, and after like 5 or 6 rooms, the previous rooms get deleted, so that i dont have to lag everytime i test
Gnome you have to be my favourite RUclips on Roblox studio.
Thank you!
This is the first time I’ve seen gnomecode post a tutorial right after another one
Yo dude this tutorial is amazing! could you maybe make dark rooms for next one?
i personally think he should do something where old rooms get deleted and new ones generate since lag can begin to happen before dark rooms
@@JamesNJoe true
You can do it yourself just copy the rooms but take out the lights......... could you also find out how to make my flashlight stop spawning in the same drawer as my key?
@@apro8723 maybe do this: local occupied = Instance.new("BoolValue")
occupied.Value = false
then maybe add another thing the flashlight spawning function expects: occupied
the maybe write this in your flashlight spawning function:
if occupied.Value == false then
cut everything in the flashlight function exept the new lines of code
then maybe do this at the end of the if statement: else
return
i havent tried this for myself, but hopefully it will work, reply back if it works or not
@@apro8723 maybe do this: local occupied = Instance.new("BoolValue")
occupied.Value = false
then maybe add another thing the flashlight spawning function expects: occupied
the maybe write this in your flashlight spawning function:
if occupied.Value == false then
cut everything in the flashlight function exept the new lines of code
then maybe do this at the end of the if statement: else
return
i havent tried this for myself, but hopefully it will work, reply back if it works or not
I did all the script up to the end of item locations but when i tested it everything worked but no part every got spawned into workspace. How do i fix this?
Hi gnome, I really appreciate the time you invest into these tutorials. Anyways, I have an error which says "Key is not a valid member of folder 'Workspace.Items'". The problem is in line 6 local tool = workspace.Items.Key:Clone(). How can I fix this?
you have to say: workspace.Items OR game.Workspace.Items
you put another bracket after the open and close brackets
@@tnbouma i did it, but now the key isnt appearing in my inventory
make sure your key is in the items folder which is in workspace, it should look like this: Workspace > Items > Key. If that doesn’t work, you will have to carefully check your script. also make sure key and item folder has the right spelling. stick with the orginal line btw
I don’t really know what to do either. I don’t have any errors in the output, but when I pick up the key it just disappears and doesn’t go into my inventory. Is there any way I can fix that?
i feel like for a small part of next episode you could make the key snap back to the drawer if the person holding it were to die
THIS WAS QUICK HOLY SPAGHETTIE!
mine need to fix:
Item, in line 21, it say:
WorldPosition is not a valid member of Vector3
Mine too
GnomeCode! Hello! I love the series, but there is one thing I have been trying to make for ages: realistic movement, similar to the game Evade if you have played it. Could you make a tutorial for that?
Love your content
First to comment on someone else's comment
Wow! Thanks for the fast upload! I love you! Pls do rush next episode?
Hey, thanks for making these tutorials
You are great at making toturials
The drawers doesn't work after I managed to make the key generation work. The drawers don't open. I have gone through the vid like 3 times to find any typos but can't find any. Does anyone know what could be wrong?
when will you put this on your website because i been having lot of errors and i dont know why the code look the same
Cool! This is helping me make my new doors fan game! Thanks!
What if you were to want a random generation of items in the drawers? like multiple items?
didnt happen:(
@@mrSEEK_official I figured it out :)
@@auevi bye
@@auevi how?
@@Flashcap9787 hard to explain - I'll follow up with you tomorrow!
“Hello my fellow gnomes” got me laughing anyways good tutorial!
Hi GnomeCode. So ive been stuck for a while, and I am very far behind, so im commenting on the newest video in the series so you might see this. So after part 1, I decided to try adding rooms with turns. However, when i had done this, the rooms with turns began phasing through the straight rooms, messing up the whole thing.. I have no errors in my code, and my entrance and exits are facing the correct way, please help.
@@KJTCG Hi. So I went through the entire video and I copied his code. However, I have now been hit with the error saying: "Server.Server.Room:14: attempt to index nil with 'Direction'
This error did not appear last time, and I have struggled to fix it, any ideas?
@@SlumpFish My turn rooms works. I don't know try to fix it.
@@roober43 is there any chance you could copy and paste your code in a reply? Because mine just isnt working..
@@SlumpFish Ignore the walls thing its for making random wall color generation
@@SlumpFish it's because your code is not understand where your information is
Mad Teddy vibes
GigaGnome!
NORMAL GNOME!
Hey gnome i got no error but the door doesn't open and the key doesnt go in my inventory how do i fix?
congrats, you have talent!
WHAT? 2 TUTORIALS IN LESS THAN 1 WEEK?!?! OMG
Ayo gnomecode! did you made the keys unable to spawn in rooms with no drawers?
edit: i figured out yes because if there's no furniture folder the room won't furnish so there won't be keydoors in rooms without furniture
Why are my parts spawning on and under the drawers, how do i fix that?
edit; Nvm I've fixed it, the primary part of the drawers had can collide can query and can touch on, i just turned them off and now it's spawning in the drawers
Tysm!! I love ur videos
@GnomeCode I am having trouble getting item locations, instead of it trying to place parts it won't generate the rooms. Can you please help me out? Is it something in the Room Module that is wrong? I you can help me out it would be super apperciated!
when i try to add the item to the backpack, it keeps saying "attempt to index nil". what should i do
This could mean 2 things:
1. The name parameter of the code is different from the item name in the folder, so it returns nil
2. The item you are trying to find does not exist anymore (Could be caused by having an unanchored and uncollidable tool fall into the void on game start)
hello i have this problem saying (CFrame is not a valid member of Model "Workspace.GeneratedRooms.LeftTurn.Furniture.Drawer") and i dont really get what to do here.
make sure ur drawer is not a model, has to be a BasePart or a MeshPart
oh we goin quick now
bro one question what if my tool handle has inside more parts and not only a handle
put the parts in the handle
how can i have more than one item spawn in places, like flashlights vitamins etc
idk bro.. i want the same just try to tinker with the code and i will send u mine when i figure it out
@@apro8723 ok, I am trying stuff with the code and I'll send you mine if I figure it out first
Amazing video, would be following it rn but well, Roblox being quite broken rn.
Cant load up my games
@@ck_happy5977 same
Roblox just came back up as I was about to go to dinner
Can you do one over entities?
I have a question, when i picked up the key it didn't show up on my inventory.
YEEEEEEEEESSS NEW VIDEOOO SHEESH MATE
part 2 in a week, part 3 in a week, part 4 in a week, part five IN 2 DAYS. edit: Wow thanks for 30
likes!
2 days you mean
True
@@SamLight234 Yeah
Incrible
Definently depends on what hes working on, the monsters are probably gonna take more days than usual especially figure and seek
Hey gnome, how could i make this generate different items? Like for example vitamns. I know how to do it, but only on locked doors, and the key cant appear if i generate the vitamins
when are you going to make the monsters?
Damn that was fast!
When are you going to add the monsters?
I added a prompt to the unlock door system to make it a bit more fun.
What if you want a pause before unlocking, like a hold E to unlock
Yo! Ty ALOT! I Love ur vids!
can someone help, on the output there is absolutely no errors but the key does not appear nor spawn anywhere, how do i fix this?
nobody listens to us :(
Well that was quick
I hate to be the one to say it, but the lock's on the wrong side. The hinge is on the left, but the lock should be on the right.
I haven't finished this series, so you can yell at me if this is covered in a future episode.
Nah it’s sadly never fixed
I looked at the doors tutorial playlist and it said 6 videos and was excited to see part 6 but then it said the video is unavailable :(
Can you make a viewmodel for the keys and other items?
everything works..... well sometimes. every now and again a room that doesn't have furniture spawns with a lock like say the stairs, and also my keys sometimes don't spawn i swear i followed everthing what happen?
you should make a tutorial about “The Figure” I have no idea how they made it actually hear sounds
@@real_spii ik im not dumb, I know how AI work I just don’t know how to make it follow footstep sounds
@@real_spii i know as I said i am not dumb it follows the player when they aren’t crouching
@@dawt838 you're all wrong. the AI actually just checks if a player's humanoid's walkspeed goes over a certain amount. if its equal to or less than the crouch speed then it will not target or go towards the player. if they get too close, it will automatically chase said player.
@@GribblesUTR OHHH , that explains so much now
Surely and slowly getting to entities.
When will you make the monsters/entities like rush,seek and so on...?
he said at the end that he might do it soon or even next episode
@@kelseygordon8606 YAY
@@kelseygordon8606 Wohoooo thanks!!!!
everything else works fine, but I lost my key. It doesn't spawn at all. Can i get a tip on what is wrong?
when i did this i got through it and at one point the server script kept saying that it had an error loading, anyone have an idea on what could help??
I love your videos but idk why I cant use game script or workspace when I script
For people that haves problems with not getting key do this:
Drag the items folder to replicated storage
Try this code:
local item = {}
function item.Interact(player, prompt, template, itemName)
if player.Character then
if itemName == "Key" then
local tool = game.ReplicatedStorage.Items.Key:Clone()
local backpack = player:WaitForChild("Backpack")
tool.Parent = backpack
end
prompt.Enabled = false
template:Destroy()
end
end
function item.New(location, itemName)
local itemObject = game.ReplicatedStorage.Items:FindFirstChild(itemName)
if itemObject then
local itemHandle = itemObject.Handle:Clone()
itemHandle.Position = location.WorldPosition
local weld = Instance.new("WeldConstraint")
weld.Part0 = itemHandle
weld.Part1 = location.Parent
weld.Parent = itemHandle
itemHandle.Parent = location
local prompt = Instance.new("ProximityPrompt")
prompt.ActionText = ""
prompt.MaxActivationDistance = 5
prompt.Parent = location
prompt.Triggered:Connect(function(player)
item.Interact(player, prompt, itemHandle, itemName)
end)
end
end
return item
Whenever I try this, the game doesn't generate any rooms. :/
@@pizzadoofus What does it say in output?
@@DuolingoExtra It works now, I think. I don't know what I changed, but thanks I guess.
@@DuolingoExtra Broski ive got a problem, the first door doesnt open, there is every lock on a generated door. I changed the chances to make it rare but the doors still got every lock. Do you know why this is happening? i go no errors nor any spelling error/ Warning.
@@ProdByVRNE Watch the tutorials again.
i have a PROBLEM in my doors game there are always two doors stuck in each other, can someone help me please?
could you find out how to make my flashlight stop spawning in the same drawer as my key? and make the flashlight rarer??????? plssss
can u do like a ending room in the next episode because if you are at the last room and open the door its just empty void
i could say monsters first.
alot of people are actually waiting for the monsters
@@ItzJustTeam but like to make te end it would take like 3 min because i know its easy but idk how to make it
Woah so fast :o nice!
I got an error it says
Lock is not a valid member of Model "Workspace.GeneratedRooms.SmallRoom.Door" and I did everything right.
It also won't destroy the key. Any tips?
My code is
local TweenService = game:GetService("TweenService")
local door = {}
function door.Open(doorModel)
doorModel:SetAttribute("Open", true)
local cframe = doorModel.Hinge.CFrame * CFrame.Angles(0, math.rad(100), 0)
local doorTween = TweenService:Create(doorModel.Hinge, TweenInfo.new(0.5), {CFrame = cframe})
doorTween:Play()
doorModel.Door.Open:Play()
end
function door.New(roomModel, number, locked)
local doorModel = workspace.Door:Clone()
doorModel:PivotTo(roomModel.Exit.CFrame)
doorModel:SetAttribute("Open", false)
doorModel.Sign.SurfaceGui.TextLabel.Text = string.format("%03d", number)
doorModel.Lock.Transparency = locked and 0 or 1
doorModel.Sensor.Touched:Connect(function(hit)
local humanoid = hit.Parent:FindFirstChild("Humanoid")
if humanoid and doorModel:GetAttribute("Open") == false then
if not locked then
door.Open(doorModel)
elseif humanoid.Parent:FindFirstChild("Key") then
doorModel.Lock:Destroy()
humanoid.Parent.Key:Destory()
door.Open(doorModel)
end
end
end)
doorModel.Parent = roomModel
return doorModel
end
return door
It was because of the Destory, it wasn't Destroy 👍
Just saving my spot 14:47
no errors but the key doesnt move with the drawers when opened
Hi, First. Really love your content you're producing!
Hey gnomecode can you help me? I dont want all room generate at same time this will lag a lot
can you do entitys?
What are both of the sound ids
thats good
but im making the rooms so im taking these inspirations
guys... when the door gets Locked, the key doesn't Appear.. i even tried inserting SOOO MANY drawers to test if the key will appear, but it didn't still...how do i fix it
How do I increase the chances of having a key room?
can someone help?
line 6 of the Item Module script clones the hammer, right?
well for some reason when i use it for 1-2 times it doesnt let me pick it up and either says "Hammer is not a valid member of folder "Workspace.Items"" or "Furniture script timed out/exhausted"
what do i do?
I have the same problem
@@ZECH-iu5nf i tried fixing it but never worked out so i set the chances of locked doors to 99999 but the monsters never spawned
19:45 When I go to pick up the key It disappears and does not go into me inventory. I've been looking back and forward through all the scripts for over 2 hours and there is, no errors/typos. what the hell do I do.
The script:
local item = {}
function item.Interact(player, prompt, template, itemName)
if player.Character then
if itemName == "Key" then
local tool = workspace.Items.Key:Clone()
tool.Parent = player.Backpack
end
prompt.Enabled = false
template:Destroy()
end
end
function item.New(location, itemName)
local itemObject = workspace.Items:FindFirstChild(itemName)
if itemObject then
local itemHandle = itemObject.Handle:Clone()
itemHandle.Position = location.WorldPosition
local weld = Instance.new("WeldConstraint")
weld.Part0 = itemHandle
weld.Part1 = location.Parent
weld.Parent = itemHandle
itemHandle.Parent = location
local prompt = Instance.new("ProximityPrompt")
prompt.ActionText = ""
prompt.MaxActivationDistance = 6
prompt.Parent = location
prompt.Triggered:Connect(function(player)
item.Interact(player, prompt, itemHandle, itemName)
end)
end
end
return item
part of the script is stopping the rooms from spawning?
for index, value in ipairs(spawns) do
table.insert(roomItemSpawns, value)
end
the error is
ServerScriptService.server.room.LootBoxes:41: invalid argument #1 to 'ipairs' (table expected, got Instance)
@@flision99 recheck your code and copy it from the video bit by bit.
Adds a Chair me Oh damm time to add chairs
Can you add flashlight and more loot like coins.
also make door 100 a special one like doors
Oh and 1+ subscriber added
can anyone help me? because i did the item module script and it didn't generate any room and any door, what do i do?
i got an error that said key is not a valid member of folder when i press e on it
same! It just dissapears from the folder when i press Run
@@Mr.RanklesTheSeeker already fix the problem here is the script if you still have the problem local RunService = game:GetService("RunService")
local ServerStorage = game:GetService("ServerStorage")
-- Check if the Key exists in workspace.Items and create a backup in ServerStorage
local originalKey = workspace:FindFirstChild("Items") and workspace.Items:FindFirstChild("Key")
if originalKey then
originalKey = originalKey:Clone()
originalKey.Parent = ServerStorage -- Store a backup of the original Key in ServerStorage
print("Original Key cloned to ServerStorage.")
else
warn("Key not found in workspace.Items at the start.")
end
-- Continuously monitor the Items folder to ensure the Key is always present
RunService.Stepped:Connect(function()
if not workspace:FindFirstChild("Items") then
warn("Items folder is missing from workspace.")
return
end
-- Check if the Key is missing from workspace.Items
if not workspace.Items:FindFirstChild("Key") then
if ServerStorage:FindFirstChild("Key") then
local keyClone = ServerStorage.Key:Clone()
keyClone.Parent = workspace.Items
print("Key restored to workspace.Items!")
else
warn("No backup Key found in ServerStorage.")
end
end
end) just insert a script in the serverscriptservice and paste it inside of it
@@Mr.RanklesTheSeekerIt might be because you have CanCollide set to false in the key’s handle, because that makes it fall through the map and disappear.