2:24 Model scaling is basically a multiplier on the model's original size which also updates the relative positions of ANY welds, constraints, motor6ds, etc. within the model which includes equipped tools. Which should prevent the exact issue you encounter at 3:45. 3:45 The tools sizes are correct, but there are actually 2 things that aren't persistent with scaling. The more obvious one is that your tool's welds aren't keeping their updated offsets (causing the tool's parts to "move" inwards.) The second one is that your tool's handle weld isn't updating either, so it looks like it's going further and further inside of your hand each time you equip, scale, unequip, then repeat. I've been unable to replicate the 1st issue of the tool's welds breaking despite me having the same set-up, your tools might be welded differently or it could even be a workspace property or you having/not having a certain Beta Feature. The 2nd issue of the handle weld is honestly an oversight on Roblox's part, and should be regarded as an engine bug. Fret not as there's still a potential fix, only scale the player on the server-side instead, haven't tested it but it should have your weld's properties persist. ⚠ HUGE NOTE ⚠ You should always keep visuals like Guis or vfx on the client-side, while important values should be changed & handled on the server-side. Even though the player instance & character already replicates several properties to the server like tool equips/unequips, animations, & position changes, it won't replicate everything including model scale or size. So if you use the tool to scale up your player then click on the "Current: Client" button to switch to the server-side's perspective, you'll see that your character is normal-sized and floating lol. THOUGH you should follow this advice while you're learning, you'll eventually be able to find beneficial use-cases for using or even keeping certain important values on the client-side once you're advanced enough. One use-case is having an extremely performant & responsive gun system by having hit-detection be on the shooter's client-side, though you need to implement sanity-checks to prevent this from being abused just like how you checked if the player does not has a certain aura before making a purchase. Keep up the good progress man, I'm rooting for ya. 👍
Hello, I'm 12 years old, I'm from Asia. I always had the dream of making games, but my English was so poor and my programming skills were quite bad, so I always considered game programming a dream. But 3 days ago I happened to watch your video and liked it so I used it as motivation to start making my own Roblox game :D Thanks for movivation and goodnight :D (rn is 9PM at Vietnam )
Nice progress today, also for your bug, Im pretty sure the tool's handle tries to scale itself according to the scale of the character, which makes it look weird. Maybe try a different approach of scaling the player up
there may be a better way but to fix the tools getting disproportionate, since they are simple things you can just turn them into unions and itll fix your problem, since there would be no constraints (like welds and stuff) involved
you can just do str.Value = 0 also you should learn when to use server script and local scripts you only use local scripts when you are doing ui or animations (client sided animations show for all players) because it only shows stuff that is changed by the script only for that player not the whole server and server script is for changing stats and the things you want to show for everyone in the server
Sorry man, school and work have me really really busy. I’m going to continue making videos at some point, but they won’t be daily anymore. I just need a few days to catch up especially with finals just around the corner. Hope you understand 😁
“Okay, so I now- oh my god I forgot to anchor that”
-Average line in the day of a dev
This is the content I liked, but didn't know I liked it until I found it
Keep going!
2:24 Model scaling is basically a multiplier on the model's original size which also updates the relative positions of ANY welds, constraints, motor6ds, etc. within the model which includes equipped tools. Which should prevent the exact issue you encounter at 3:45.
3:45 The tools sizes are correct, but there are actually 2 things that aren't persistent with scaling. The more obvious one is that your tool's welds aren't keeping their updated offsets (causing the tool's parts to "move" inwards.) The second one is that your tool's handle weld isn't updating either, so it looks like it's going further and further inside of your hand each time you equip, scale, unequip, then repeat.
I've been unable to replicate the 1st issue of the tool's welds breaking despite me having the same set-up, your tools might be welded differently or it could even be a workspace property or you having/not having a certain Beta Feature. The 2nd issue of the handle weld is honestly an oversight on Roblox's part, and should be regarded as an engine bug.
Fret not as there's still a potential fix, only scale the player on the server-side instead, haven't tested it but it should have your weld's properties persist.
⚠ HUGE NOTE ⚠
You should always keep visuals like Guis or vfx on the client-side, while important values should be changed & handled on the server-side.
Even though the player instance & character already replicates several properties to the server like tool equips/unequips, animations, & position changes, it won't replicate everything including model scale or size. So if you use the tool to scale up your player then click on the "Current: Client" button to switch to the server-side's perspective, you'll see that your character is normal-sized and floating lol.
THOUGH you should follow this advice while you're learning, you'll eventually be able to find beneficial use-cases for using or even keeping certain important values on the client-side once you're advanced enough. One use-case is having an extremely performant & responsive gun system by having hit-detection be on the shooter's client-side, though you need to implement sanity-checks to prevent this from being abused just like how you checked if the player does not has a certain aura before making a purchase.
Keep up the good progress man, I'm rooting for ya. 👍
Wow, thanks for all this information man! Ill be sure to (try) to implement these changes. Thanks so much for the support 🙏
Video editing and audio are awesome! Keep it up man
I'm loving this series, keep it up!!!!
Glad to hear that! And thank you :)
Good progress! You should add data stores next c:
Absolutely! That would go perfectly with the strength and cash.
Hello, I'm 12 years old, I'm from Asia. I always had the dream of making games, but my English was so poor and my programming skills were quite bad, so I always considered game programming a dream. But 3 days ago I happened to watch your video and liked it so I used it as motivation to start making my own Roblox game :D
Thanks for movivation and goodnight :D (rn is 9PM at Vietnam )
That’s awesome man! I’m so happy I inspired you to follow your passion. Good luck with your game and lmk when it’s released, I’d love to play it. :)
game name?
@@coolkid_2554 not done yet :D
@@FroogNBD whats the name
@@coolkid_2554 idk 🤔
Nice progress today, also for your bug, Im pretty sure the tool's handle tries to scale itself according to the scale of the character, which makes it look weird. Maybe try a different approach of scaling the player up
Ahh okay. Any idea what that other approach could be? The only way I know how right now is GetScale() but I could always look on the forum
@@bentley2400 There's something called bodyscale for the humanoid, you can look into that
there may be a better way but to fix the tools getting disproportionate, since they are simple things you can just turn them into unions and itll fix your problem, since there would be no constraints (like welds and stuff) involved
dang fire video man
Thank you! 🙏
@@bentley2400 u got dc man?
KEEP THIS UP YEEEEEEEEE UA-cam DONT BAN HIM
Better not 😭
You can just say:
cash.Value += strength.Value
no need to say cash.Value = cash.Value + strength.Value
you can also say
-= will minus
>= equal or over
Lots of great info here. Thank you so much for the help! 😁🙏
Everytime you jump theres a random 1 in 20 chance you will explode
you can just do str.Value = 0 also you should learn when to use server script and local scripts you only use local scripts when you are doing ui or animations (client sided animations show for all players) because it only shows stuff that is changed by the script only for that player not the whole server and server script is for changing stats and the things you want to show for everyone in the server
Thanks for the help! 🙏 where are you suggest I use str.value = 0?
@@bentley2400your sell script
Where did you learn script from?
Did you give up? You were off a good start
Nvm, I just saw your community post, can't wait for the weekly update!
Sorry man, school and work have me really really busy. I’m going to continue making videos at some point, but they won’t be daily anymore. I just need a few days to catch up especially with finals just around the corner. Hope you understand 😁
you know what there is a lot of human on the world and some of them watching this video and helping you in the comments... man life is weird!
I have been learning lua for 2 weeks, wanna talk sometime?
For sure! What’s your discord?
@@bentley2400 owu. (with the dot at the end)
How did you learn how to script so fast its only been 6 days?
I used to mess around with scripting a little so I had a bit of experience which gave me a little head start.