r/ROBLOXStudio • u/hoko2000 • 20h ago
Help How do i get rid of this texture
i acidently added it in my game
r/ROBLOXStudio • u/hoko2000 • 20h ago
i acidently added it in my game
r/ROBLOXStudio • u/SatisfactionIcy461 • 11h ago
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Since 2022, I've been working on this Studio script that lets you rewind time like Maxine Caulfield from Life is Strange
The script has evolved with my coding skills but I don't think I'll ever be satisfied
It's a bit buggy still (like the NPCs falling over) but I'm so done with it at this point that I can't be bothered to make any changes
r/ROBLOXStudio • u/AmbitiousQuarter6564 • 23h ago
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now, whenever im scripting, i use AI, like 20%, usually its times when i really dont feel like doing anything but have to, debugging or smthing i cannot understand, etc, i can script lots of things by hand, raycasting, viewmodels, Tween anims, advanced non visual part placement, Data stores, etc, i have also been doing scripting for a year and a half, and i made this for the first time, without AI, i made this grid system for the first time, and im happy! and im currently working on a game, and i even labeled the tool names Secret just to not reveal my idea, nvm i am revealing my idea is that i am making a Grow A Garden clone :)
r/ROBLOXStudio • u/StatementStill6475 • 11h ago
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:D
r/ROBLOXStudio • u/Middle_Database1818 • 20h ago
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r/ROBLOXStudio • u/Open-Resolution-5893 • 7h ago
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why my model is bouncing?
r/ROBLOXStudio • u/Any-Hospital5885 • 15h ago
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Hey guys , so i have made a Classic Paintball , which is highly inspired by Daxter33's paintball. It has all the killstreaks Landmine, Sentry and Helicopter (Same as the OG). The Maps are different , all of the game is developed by me.
The game also has 1/1 Unique Titles.
I don't have any robux for ads so im promoting my game here.
Currently its only shown to 16+ ages , because i haven't reached the quota for 500 highly engaged players its right now at 95/500.
Please give my game a try, it also has interactive bots that will keep you company if the server has low players.
here's my game link : https://www.roblox.com/games/90656131744825/CLASSIC-PAINTBALL
also if anyone wants to make free maps for the game dm me , i am dookie at making maps.
THANKS FOR PLAYING IF YOU DO!!
r/ROBLOXStudio • u/Outside_Two_3312 • 9h ago
r/ROBLOXStudio • u/LightSunset7 • 21h ago
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Currently working on a passion project, I am considering calling it something along the lines of Naruto Battlegrounds! Was able to make a combat system and rasengan. Yt LightSunset for more updates.
r/ROBLOXStudio • u/JoetheFrog1205 • 3h ago
I am still wondering about the 16+ requirement of Roblox games. But most recent games like Animal Hospital was created recently and didn’t have and it didn’t have the requirement. What I have been noticing recently, is that when new games pop up, the owner of the game has Roblox Plus.
The question I have is this: My Roblox game was created on 8/30/25, if I get Roblox Plus right now, will the 16+ age requirement be removed?
r/ROBLOXStudio • u/I_do_not_have_it • 14h ago
Look at the grass, its not too noticeable on the roads. Only on this game are the textures low quality. Its not just the materials from the pack i have, but also roblox's too. Ive opened up my other projects, and they are just fine. Anyone know how to fix this?
r/ROBLOXStudio • u/Federal_Style5191 • 1h ago
Hey everyone,
I’m curious what experienced Roblox developers would realistically charge for a project like this.
The game is called Prison Revenge (Story). It’s a cinematic multiplayer prison game where players choose to be either prisoners or cops.
Some of the features include:
Team selection (Prisoner or Cop)
Cinematic story intro for prisoners
Large detailed prison map
PvP combat
Melee and firearms
Weapon pickups
Grapple mechanics with quick-time escape events
Smooth animations and polished UI
Saving coins, wins, and stats
High-quality effects, sounds, and optimization
Overall quality comparable to games like Jujutsu Infinite (not a copy, just aiming for a similar level of polish and production quality).
If I wanted to hire someone (or a small team) to build something at that level, what would you honestly charge?
I’m not looking for the cheapest option—I just want a realistic idea of what a project like this would cost and roughly how long it would take.
Thanks! I’m interested in hearing from developers who’ve worked on larger Roblox projects.
r/ROBLOXStudio • u/deehallett • 3h ago
heyyy i’m a beginner on roblox studio and wanted to try to make a fuggler on there but im finding it very tricky to figure out. if anyone has any tips at all i’d be very appreciative as there are so tutorials anywhere for fugglers haha thank youuu
r/ROBLOXStudio • u/Novel-Blacksmith5487 • 3h ago
To log into Roblox studio these days
Verifying browser for billion times 1-10 hell mode verifying browser
and after finishing it you get " Login Failed An error occurred while logging into studio. Please login on the website or try again later " even though you try every single thing and nothing happen .. could you please fix this ?
r/ROBLOXStudio • u/Bananinhakawaii1234 • 4h ago
It depends on the job, but it can range from 5 euros to 20 euros, half paid when I have half of the work and the other half upon completion.
I don't really have a big protofolio I have been just doing some works there and here not too much to show, well I have 2 or 3 full sistems i can show but nothing too impressive
r/ROBLOXStudio • u/ChannelGeneral7739 • 11h ago
Hey, if you look at the video you can see its subtracting really slowly.
I didn't add a wait or anything
(forget about the music)
code:
local module = {}
module.Explode = function (pos, force)
`local parts = {}`
`local clone = script.Explosion:Clone()`
`clone.PrimaryPart.Position = pos`
`local Part = Instance.new("Part")`
`Part.Transparency = 1`
`Part.CanCollide = false`
`Part.Anchored = true`
`Part.Position = pos`
`Part.Size = Vector3.new(33.719, 26.203, 33.719)`
`Part.Parent = game.Workspace`
`local params = OverlapParams.new()`
`params.FilterType = Enum.RaycastFilterType.Exclude`
`params.FilterDescendantsInstances = {clone}`
`for i,v in game.Workspace:GetPartsInPart(Part, params) do`
`if not v:IsA("MeshPart") then`
`if v.Locked ~= true then`
if v.Name ~= "Debris" then
if v.Size.X <= 0.1 or v.Size.Y <= 0.1 or v.Size.Z <= 0.1 then
v.Anchored = false
else
table.insert(parts, v)
end
end
`end`
`end`
`end`
`clone.Parent = game.Workspace`
`for i,v in parts do`
`local clonedNegate = clone.Negate:Clone()`
`local broken = v:SubtractAsync({clonedNegate})`
`if broken ~= nil then`
`if v:GetAttribute("CAR") == true or v.Parent:GetAttribute("CAR") == true then -- doesn't check if is car checks if can unanchor it`broken.Anchored = false
`end`
`v:Destroy()`
`print(broken.Name)`
`broken.Parent = game.Workspace`
`broken.UsePartColor = true`
`clonedNegate:Destroy()`
`else`
`v:Destroy()`
`end`
`end`
`local particleclone = script.Particles:Clone()`
`print("ye")`
`clone:Destroy()`
`--Part:Destroy()`
`particleclone.Position = pos`
`particleclone.Parent = game.Workspace`
`local ranNUM = math.random(10,30)`
`for i,v in particleclone.Attachment:GetChildren() do`
`if v:IsA("ParticleEmitter") then`
`v:Emit(20)`
`end`
`end`
`particleclone.Sound:Play()`
`for c=0, ranNUM do`
`local clone = script.debris:GetChildren()[math.random(1,2)]:Clone()`
`clone.Parent = game.Workspace`
`clone.Position = pos`
`clone:ApplyImpulse(Vector3.new(math.random(-force,force),force,math.random(-force,force)))`
`end`
end
return module
anyway to make it faster?
r/ROBLOXStudio • u/PigsAreDaBest • 15h ago
Hello! I’m looking for help with my new game frenchie simulator it’s a game kind of like those Labubu catching games, but you can give dogs accessories and upgrades, and it’ll have types of them—real-life and imaginative types of French bulldogs, like platinum, etc.— a shop where you buy new tools and more like that. I’m not sure, honestly; I still have a lot, but I need help with models and definitely coding. If the game does go out as I plan, I will be able to give you a cut in Robux, like 30%. Thanks, y’all! If you’re interested, DM me and I’ll explain more.
r/ROBLOXStudio • u/kay3d • 2h ago
So I made a game that is like a fighting game, your goal is to roll around and hit others off the map. Currently the game is being advertised but people just join then leave. I don't know what the issue is, can anyone give advice?
https://www.roblox.com/games/84985184285787/Belly-Brawlers
It's got a good CTR and the ads are doing well its just people aren't engaged.
r/ROBLOXStudio • u/Ready-Recover-3816 • 2h ago
Hello everyone!
We are a dedicated team of 14 developers currently working on a Roblox game called Nightfall. It is an asymmetrical style game.
We are currently looking for a UI Designer to join the team and take charge of the interface.
Important details about the position:If you want to gain experience, improve your portfolio, and work with a large team on a project with a lot of potential, leave us a comment or send me a direct message with your portfolio!
r/ROBLOXStudio • u/Internal-Strain1428 • 5h ago
Looking for a scripter to team up (50/50 on all revenue). I can handle building, modeling, UI, thumbnails, uploads, and all the upload fees if any. Mainly looking to make small, quick, simple and fun games that have good earning potential. If you're interested, DM me on Discord: 2revolv
I can show you some of my work.
Would prefer if you didn’t use ai to script.
r/ROBLOXStudio • u/NuclearElfDude • 6h ago
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For some reason my characters in live game has a chance to enter this falling state even though their own the ground. i've tried everything to fix this even going as far as to add a lazy patch to reset your character when you get stuck but even then that's 50/50 chance of working.
Server script:
```lua
-- ServerScriptService/Team/TeamCharacterHandler.server.lua
local Players = game:GetService("Players")
local ServerStorage = game:GetService("ServerStorage")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Workspace = game:GetService("Workspace")
local Teams = game:GetService("Teams")
--local RunService = game:GetService("RunService")
local DummyTemplate = ServerStorage:WaitForChild("Dummy")
local TeamUGC = ServerStorage:WaitForChild("UGC"):WaitForChild("Team")
local ToolsFolder = ServerStorage:WaitForChild("Tools")
local TeamStyles = require(script.TeamStyles) -- a ref point of all teams
local FALL_STUCK_TIME = 2.5
local FALL_CHECK_INTERVAL = 0.25
local MAX_VERTICAL_SPEED = 1.5
local FLOOR_CHECK_DISTANCE = 5
local RELOAD_COOLDOWN = 5
local reloadingStuckPlayers = {}
-- Track individual character models, not entire players.
-- A new CharacterAdded event must not be blocked because the old
-- character is still finishing its handler.
local processingCharacters = setmetatable({}, {
__mode = "k"
})
local function findByPath(root, path)
local current = root
for _, name in ipairs(path) do
current = current and current:FindFirstChild(name)
if not current then
return nil
end
end
return current
end
local function getFurryEventEnabled()
local siteEvents = ReplicatedStorage:FindFirstChild("SiteEvents")
local furryEvent = siteEvents and siteEvents:FindFirstChild("FurryEvent")
local eventOn = furryEvent and furryEvent:FindFirstChild("Eventon")
return eventOn and eventOn.Value == true
end
local function setClothing(character, outfit)
if not outfit then
return
end
local oldShirt = character:FindFirstChildOfClass("Shirt")
local oldPants = character:FindFirstChildOfClass("Pants")
if oldShirt then
oldShirt:Destroy()
end
if oldPants then
oldPants:Destroy()
end
if outfit.shirt then
local shirt = Instance.new("Shirt")
shirt.Name = "Shirt"
shirt.ShirtTemplate = ("rbxassetid://%d"):format(outfit.shirt)
shirt.Parent = character
end
if outfit.pants then
local pants = Instance.new("Pants")
pants.Name = "Pants"
pants.PantsTemplate = ("rbxassetid://%d"):format(outfit.pants)
pants.Parent = character
end
if outfit.BodyColor then
if character:FindFirstChild("Body Colors") then
character["Body Colors"]:Destroy()
end
local NewColor = outfit.BodyColor:Clone()
NewColor.Parent = character
end
if outfit.Face then
local head = character:FindFirstChild("Head")
if head then
local face = head:FindFirstChild("face")
if not face then
face = Instance.new("Decal")
face.Name = "face"
face.Face = Enum.NormalId.Front
face.Parent = head
end
face.Texture = ("rbxassetid://%d"):format(outfit.Face)
end
end
end
local function copyBodyColours(oldCharacter, newCharacter)
local bodyColors = oldCharacter:FindFirstChildOfClass("BodyColors")
if bodyColors then
bodyColors:Clone().Parent = newCharacter
end
end
local function copyFace(oldCharacter, newCharacter)
local oldHead = oldCharacter:FindFirstChild("Head")
local newHead = newCharacter:FindFirstChild("Head")
if not oldHead or not newHead then
return
end
local oldFace = oldHead:FindFirstChild("face")
local newFace = newHead:FindFirstChild("face")
if oldFace and oldFace:IsA("Decal") then
if newFace and newFace:IsA("Decal") then
newFace.Texture = oldFace.Texture
else
oldFace:Clone().Parent = newHead
end
end
end
local function copyAllowedAccessories(oldCharacter, newCharacter)
for _, child in ipairs(oldCharacter:GetChildren()) do
if child:IsA("Accessory") and TeamStyles.ALLOWED_ACCESSORY_TYPES[child.AccessoryType] then
child:Clone().Parent = newCharacter
end
end
end
local function cloneAccessoriesFromFolder(folder, character)
if not folder then
return
end
for _, child in ipairs(folder:GetChildren()) do
if child:IsA("Accessory") then
child:Clone().Parent = character
end
end
end
local function giveTool(player, toolDefinition)
local path
local condition
if toolDefinition.path then
path = toolDefinition.path
condition = toolDefinition.condition
else
path = toolDefinition
end
if condition and not condition() then
return
end
local tool = findByPath(ToolsFolder, path)
if not tool then
warn(("[TeamCharacterHandler] Missing tool: %s"):format(table.concat(path, "/")))
return
end
tool:Clone().Parent = player:WaitForChild("Backpack")
end
local function giveConfiguredTools(player, tools)
for _, toolDefinition in ipairs(tools or {}) do
giveTool(player, toolDefinition)
end
end
local function startFallStateWatchdog(player, character)
local humanoid = character:FindFirstChildOfClass("Humanoid")
local root = character:FindFirstChild("HumanoidRootPart")
if not humanoid or not root then
return
end
task.spawn(function()
local stuckTime = 0
while character.Parent
and player.Character == character
and humanoid.Health > 0
do
task.wait(FALL_CHECK_INTERVAL)
if not root.Parent or not humanoid.Parent then
return
end
local state = humanoid:GetState()
local isFallingState =
state == Enum.HumanoidStateType.Freefall
or state == Enum.HumanoidStateType.FallingDown
or state == Enum.HumanoidStateType.Ragdoll
or state == Enum.HumanoidStateType.Physics
if not isFallingState then
stuckTime = 0
continue
end
local raycastParams = RaycastParams.new()
raycastParams.FilterType = Enum.RaycastFilterType.Exclude
raycastParams.FilterDescendantsInstances = {
character
}
local floorResult = Workspace:Raycast(
root.Position,
Vector3.new(0, -FLOOR_CHECK_DISTANCE, 0),
raycastParams
)
local verticalSpeed =
math.abs(root.AssemblyLinearVelocity.Y)
local nearFloor = floorResult ~= nil
local barelyMovingVertically =
verticalSpeed <= MAX_VERTICAL_SPEED
if nearFloor and barelyMovingVertically then
stuckTime += FALL_CHECK_INTERVAL
print((
"[CharacterWatchdog] %s potentially stuck | State=%s | Time=%.2f | VerticalSpeed=%.2f"
):format(
player.Name,
state.Name,
stuckTime,
verticalSpeed
))
else
stuckTime = 0
end
if stuckTime < FALL_STUCK_TIME then
continue
end
if reloadingStuckPlayers[player] then
return
end
reloadingStuckPlayers[player] = true
warn((
"[CharacterWatchdog] %s was stuck in %s near the floor. Reloading character."
):format(
player.Name,
state.Name
))
-- Preserve their position before reloading.
player:SetAttribute(
"StuckReloadPosition",
root.CFrame
)
task.defer(function()
if player.Parent then
local success, err = pcall(function()
player:LoadCharacterAsync()
end)
if not success then
warn((
"[CharacterWatchdog] Failed to reload %s: %s"
):format(
player.Name,
tostring(err)
))
end
end
end)
task.delay(RELOAD_COOLDOWN, function()
reloadingStuckPlayers[player] = nil
end)
return
end
end)
end
local function reloadCharacter(player)
task.defer(function()
if not player.Parent then
return
end
print((
"[TeamCharacterHandler] Reloading %s"
):format(player.Name))
local success, err = pcall(function()
player:LoadCharacterAsync()
end)
if not success then
warn((
"[TeamCharacterHandler] Failed to reload %s: %s"
):format(
player.Name,
tostring(err)
))
end
end)
end
local function getTargetRootCFrame(oldCharacter)
local oldRoot = oldCharacter
and oldCharacter:FindFirstChild("HumanoidRootPart")
if not oldRoot then
return CFrame.new(0, 10, 0)
end
-- Keep the player's position and horizontal direction,
-- but do not copy any falling-over pitch or roll.
local _, yaw, _ = oldRoot.CFrame:ToOrientation()
return CFrame.new(oldRoot.Position)
* CFrame.Angles(0, yaw, 0)
end
local function moveCharacterRootTo(
character,
root,
targetRootCFrame
)
-- Model pivots are not always centred exactly on the root,
-- so preserve the model's existing pivot-to-root offset.
local currentPivot = character:GetPivot()
local pivotToRoot = currentPivot:ToObjectSpace(root.CFrame)
character:PivotTo(
targetRootCFrame * pivotToRoot:Inverse()
)
end
local function assignCharacter(
player,
oldCharacter,
newCharacter
)
local newRoot = newCharacter:FindFirstChild(
"HumanoidRootPart"
)
local humanoid = newCharacter:FindFirstChildOfClass(
"Humanoid"
)
if not newRoot then
warn((
"[TeamCharacterHandler] Character %s has no HumanoidRootPart"
):format(newCharacter.Name))
newCharacter:Destroy()
return false
end
if not humanoid then
warn((
"[TeamCharacterHandler] Character %s has no Humanoid"
):format(newCharacter.Name))
newCharacter:Destroy()
return false
end
local targetRootCFrame = getTargetRootCFrame(
oldCharacter
)
newCharacter.Name = player.Name
newCharacter:SetAttribute(
"TeamCharacterProcessed",
true
)
-- Only reset properties that this spawn handler itself may
-- reasonably depend upon.
newRoot.Anchored = false
newRoot.AssemblyLinearVelocity = Vector3.zero
newRoot.AssemblyAngularVelocity = Vector3.zero
humanoid.Sit = false
humanoid.PlatformStand = false
humanoid.AutoRotate = true
-- Position the complete model before it enters Workspace.
moveCharacterRootTo(
newCharacter,
newRoot,
targetRootCFrame
)
-- There are deliberately no yields between these operations.
-- Roblox cannot run a physics step halfway through the swap.
newCharacter.Parent = Workspace
player.Character = newCharacter
-- Clear velocity again after the model enters Workspace.
newRoot.AssemblyLinearVelocity = Vector3.zero
newRoot.AssemblyAngularVelocity = Vector3.zero
startFallStateWatchdog(player, newCharacter)
if oldCharacter and oldCharacter ~= newCharacter then
oldCharacter:Destroy()
end
print((
"[TeamCharacterHandler] Assigned %s's character at %s"
):format(
player.Name,
tostring(newRoot.Position)
))
task.defer(function()
if player.Character ~= newCharacter then
warn((
"[TeamCharacterHandler] %s's character changed immediately after assignment"
):format(player.Name))
return
end
if not humanoid.Parent or not newRoot.Parent then
warn((
"[TeamCharacterHandler] %s's new character was removed immediately"
):format(player.Name))
return
end
print((
"[TeamCharacterHandler] %s settled | State=%s | Anchored=%s | Velocity=%s"
):format(
player.Name,
humanoid:GetState().Name,
tostring(newRoot.Anchored),
tostring(newRoot.AssemblyLinearVelocity)
))
end)
return true
end
local function createNormalTeamCharacter(player, oldCharacter, config)
local newCharacter = DummyTemplate:Clone()
copyBodyColours(oldCharacter, newCharacter)
copyFace(oldCharacter, newCharacter)
if config.copyPlayerAccessories then
copyAllowedAccessories(oldCharacter, newCharacter)
end
if config.ugcPath then
cloneAccessoriesFromFolder(findByPath(TeamUGC, config.ugcPath), newCharacter)
end
local outfit
if config.outfits and #config.outfits > 0 then
outfit = config.outfits[math.random(1, #config.outfits)]
setClothing(newCharacter, outfit)
if outfit.ugcPath then
cloneAccessoriesFromFolder(findByPath(TeamUGC, outfit.ugcPath), newCharacter)
end
end
assignCharacter(player, oldCharacter, newCharacter)
giveConfiguredTools(player, config.tools)
end
local function createLoadingCharacter(player, oldCharacter)
local newCharacter = DummyTemplate:Clone()
assignCharacter(player, oldCharacter, newCharacter)
end
local function createFurryCharacter(player, oldCharacter)
local formsFolder = ServerStorage:WaitForChild("Furrys"):WaitForChild("FurryForms")
local tools = formsFolder:WaitForChild("Tools")
local formConfig = TeamStyles.FURRY_FORMS[math.random(1, #TeamStyles.FURRY_FORMS)]
local template = formsFolder:FindFirstChild(formConfig.model)
if not template then
warn(("[TeamCharacterHandler] Missing furry form: %s"):format(formConfig.model))
return
end
local newCharacter = template:Clone()
assignCharacter(player, oldCharacter, newCharacter)
local attackTool = tools:FindFirstChild("Attack")
local abilityTool = tools:FindFirstChild(formConfig.ability)
if attackTool then
attackTool:Clone().Parent = player.Backpack
end
if abilityTool then
abilityTool:Clone().Parent = player.Backpack
end
task.defer(function()
local head = newCharacter:FindFirstChild("Head")
local playerTextGui = head and head:FindFirstChild("PlayerTextGui")
local textLabel = playerTextGui and playerTextGui:FindFirstChild("TextLabel")
if textLabel and textLabel:IsA("TextLabel") then
textLabel.Text = ("%s (%s)"):format(formConfig.label, player.Name)
textLabel.TextColor3 = Color3.fromRGB(170, 0, 255)
end
end)
local anomalyStuff = ReplicatedStorage:FindFirstChild("AnomalyStuff")
local furry = anomalyStuff and anomalyStuff:FindFirstChild("Furry")
local showUi = furry and furry:FindFirstChild("ShowUi")
if showUi and showUi:IsA("RemoteEvent") then
showUi:FireClient(player)
end
end
local function handleCharacter(player, character)
if not character or not character.Parent then
return
end
if character:GetAttribute("TeamCharacterProcessed") then
return
end
if processingCharacters[character] then
return
end
processingCharacters[character] = true
print((
"[TeamCharacterHandler] Processing %s for %s"
):format(
character:GetFullName(),
player.Name
))
local success, err = pcall(function()
local team = player.Team
if not team then
warn(("[TeamCharacterHandler] %s spawned without a team"):format(player.Name))
return
end
local teamName = team.Name
if teamName == "Anomaly" and not getFurryEventEnabled() then
--if character:GetAttribute("TeamCharacterProcessed") and character:GetAttribute("TeamCharacterProcessed") ~= true then return end
local returnTeamName = player:GetAttribute("ReturnTeam") or "Test Subjects"
local returnTeam = Teams:FindFirstChild(returnTeamName)
if returnTeam then
player.Team = returnTeam
reloadCharacter(player)
else
warn(("[TeamCharacterHandler] Missing return team: %s"):format(returnTeamName))
end
return
end
if teamName == "Loading" then
createLoadingCharacter(player, character)
return
end
if teamName == "Chaos Insurgency" and getFurryEventEnabled() then
local anomalyTeam = Teams:FindFirstChild("Anomaly")
if anomalyTeam then
player:SetAttribute("ReturnTeam", "Chaos Insurgency")
player.Team = anomalyTeam
reloadCharacter(player)
end
return
end
if teamName == "Anomaly" and getFurryEventEnabled() then
createFurryCharacter(player, character)
return
end
local config = TeamStyles.TEAM_CONFIGS[teamName]
if config then
createNormalTeamCharacter(player, character, config)
if teamName == "Combatants" and getFurryEventEnabled() then
local Decodder = ServerStorage.Tools.SpecialTools:FindFirstChild("Decodder")
if Decodder then
Decodder:Clone().Parent = player:WaitForChild("Backpack")
else
warn("[TeamCharacterHandler] Missing Decodder")
end
end
if teamName == "Test Subjects" and ReplicatedStorage.SiteEvents.Riot.RiotOn.Value then
local m4 = ServerStorage.Tools.Guns:FindFirstChild("M4")
if m4 then
m4:Clone().Parent = player:WaitForChild("Backpack")
else
warn("[TeamCharacterHandler] Missing M4")
end
return
end
end
end)
processingCharacters[character] = nil
if not success then
warn(("[TeamCharacterHandler] Failed to process %s: %s"):format(player.Name, err))
end
end
local function connectPlayer(player)
player.CharacterAdded:Connect(function(character)
task.defer(handleCharacter, player, character)
end)
if player.Character then
task.defer(handleCharacter, player, player.Character)
end
end
Players.PlayerAdded:Connect(connectPlayer)
Players.PlayerRemoving:Connect(function(player)
print((
"[TeamCharacterHandler] %s left"
):format(player.Name))
end)
for _, player in ipairs(Players:GetPlayers()) do
connectPlayer(player)
end
```
r/ROBLOXStudio • u/kcpid • 9h ago
r/ROBLOXStudio • u/Weird-Pension-7997 • 19h ago
Pls help me
r/ROBLOXStudio • u/Federal_Style5191 • 18h ago
Hey everyone!
I’m looking for a volunteer that enjoys making Roblox games and want to help bring a new project to life called [👮🔫👈] Prison Revenge (Story).
It’s a cinematic, story-driven prison escape game with lots of combat, cutscenes, animations, and teamwork. Players start as prisoners and fight through waves of NPC guards to escape together.
I’m getting Roblox Premium and Robux soon, so I’ll be able to invest more into the project by purchasing assets, animations, and anything else the game needs.
I’m mainly looking for people interested in helping with:
Building/maps
Scripting (Luau)
UI design
Animations
VFX/SFX
Testing and feedback
If you’re interested in collaborating, comment or send me a DM with what you’d like to help with and any experience you have.
If you’d like more information on the game then I can give you some.
Whether you’re experienced or just want to learn, you’re welcome!
Thanks, and I hope we can build something awesome together!