Vibe Coding is a cool way to write programs with the help of AI (artificial intelligence). Imagine having a super-smart assistant by your side while coding! The AI can help you in different ways -- it might create an entire program for you, or just give you ideas and help with specific parts, depending on what you need.
To get started, you simply talk to the AI and explain what you want your program to do. The AI will then create a rough version of the program for you. After that, you can ask the AI questions, make suggestions, or request changes to add new features or fix things until the program is just the way you want it.
For this project, I'm just going to start asking AI to write the code to create an electric scooter.
I would like to create a scooter in Roblox. Can you help me with the coding?
Absolutely! Creating a scooter in Roblox will involve scripting with Lua, the language used in Roblox Studio. You'll need to design the model, script the movement, and add animations for a realistic effect.
Here's a basic Lua script to help you get started with controlling the scooter's movement:
This script listens for W, A, S, D key presses and moves the scooter accordingly. To make it more interactive, you can add animations and physics constraints to improve the realism. You'll also need to build the actual scooter model in Roblox Studio and set its PrimaryPart for movement.
Would you like guidance on attaching animations or making the scooter ridable? Let's refine it together!
That looks like a good start. Can you help build the scooter using coding? I would need two small wheels (about .3 Roblox units in diameter) and a small base to stand on (about 1.5 Roblox units in length) and a handle bar made in the shape of a 'T' that is about 2 Roblox units in height and .5 Roblox units for the horizontal bar.
Great, let's build your scooter using Lua in Roblox Studio! We'll use Parts to create the wheels, base, and handlebar, then structure them together. Here's a basic script to generate the model:
Breakdown:
Wheels: Two black spheres, each 0.3 units in diameter.
Base: A 1.5-unit long rectangular platform.
Handlebar: A 2-unit tall vertical bar with a 0.5-unit wide horizontal section.
This creates a basic static scooter. To make it rideable, we would need welding, physics, and scripting controls. Would you like guidance on making it functional?
Yes. How do I connect the different parts together using coding?
To connect the parts of your scooter together, you'll need to use Welds or WeldConstraints in Roblox. These will ensure that all pieces stay attached and move as a single unit. Here’s how you can do it:
Using WeldConstraints (Recommended) WeldConstraint is simpler and doesn't require scripting physics manually.
What this does:
Attaches each part to the base.
Keeps everything connected while moving.
Makes the scooter function as a single unit when manipulated in-game.
Would you like guidance on making it rideable and functional with player interaction?
How would the payer mount the scooter to begin using it?
How Players Mount the Scooter You'll need to:
Create a Seat for the player to attach to.
Detect when the player touches the scooter and set them as the rider.
Control movement after mounting.
Step 1: Add a Seat to the Scooter Roblox provides Seat objects, which automatically attach players when they sit.
Why? This lets players "sit" on the scooter automatically when they touch it.
Step 2: Detect When Player Mounts
We listen for when a player touches the seat and attach them.
Step 3: Move the Scooter After Mounting Once the player sits, you can start the Tween animation or enable user controls.
For auto-movement, modify our previous Tween script:
What Happens Now? When a player touches the scooter’s Seat, they automatically sit. The Tween animation starts, making the scooter move forward. You could also allow manual control instead of auto-movement (WASD or button presses).
Would you like to add manual controls, so the player can steer it freely?
If I wanted to use a standing scooter, is there a way for the player to stand on the scooter to activate it?
Yes! If you want the player to stand on the scooter to activate it, you can use a TriggerPart instead of a Seat. This way, when the player steps on the scooter’s base, it will start moving.
Steps to Implement Standing Activation Create a TriggerPart (a transparent block on the scooter's base).
Detect when a player steps onto it.
Activate movement when the player stands on it.
Step 1: Add a TriggerPart This part will be invisible but detect when the player steps on it.
Step 2: Detect Player Standing on Scooter We listen for a touch event and confirm the player has a Humanoid (i.e., it's a real character).
Step 3: Move the Scooter After Activation Now, let's start the Tween movement when the player stands on the scooter.
Final Result The player steps onto the scooter, triggering movement.
No need for sitting--just stand and go!
You can later add steering or make it responsive to player input.
Would you like to add manual controls, so players can steer instead of automatic movement?
Yes. How would I add manual controls to this scooter?
Great! To enable manual controls for your standing scooter, we'll need to:
Detect player input (W, A, S, D)
Move the scooter based on player actions
Ensure smooth movement with TweenService or VectorForce
Step 1: Detect Player Input Roblox has an InputService that lets us detect key presses. We'll listen for movement keys (WASD) and store the direction.
Step 2: Move the Scooter Dynamically Now that we detect player input, let's apply movement using VectorForce (for physics-based movement) or CFrame (for simple teleporting).
Option 1: Using VectorForce (Realistic Sliding Effect)
Option 2: Using CFrame (Instant Movement)
Final Touch: Making Movement Feel Natural Players step on the scooter to activate it Holding WASD keys moves the scooter Movement stops when keys are released
Would you like to add steering rotation, so the scooter tilts in the direction the player moves?
Yes. Let's add the tilting of the scooter when turning?
Awesome! To add tilting when turning, we need to modify the scooter's rotation dynamically as the player moves left or right.
Steps to Add Tilting: Detect when the player presses A or D (left or right movement).
Adjust the scooter's CFrame rotation based on direction.
Smoothly tilt using TweenService for a natural effect.
Step 1: Adjust Rotation Based on Input Modify the existing movement script to add rotation when the player turns.
Step 2: Smoothly Tilt the Scooter Now, let's use TweenService to animate the scooter's rotation.
Step 3: Apply Tilting When Moving Call tiltScooter() inside the movement script to update the tilt dynamically.
Final Result
When the player presses A or D, the scooter tilts slightly in that direction.
When keys are released, tilt resets to upright.
Movement is smooth, making the scooter feel more natural and immersive!
Would you like to add acceleration or braking mechanics for a more realistic ride?
Ok. What will all this code look like in one Roblox Lua file?
Here's the full Roblox Lua script combining all the features we've discussed-manual controls, standing activation, movement, and tilt mechanics!
Complete Scooter Script
What This Script Does
Player stands on the scooter to activate movement
WASD controls allow steering and movement
Tilting animation smoothly tilts when turning
All parts are welded together for stability
This provides a functional and interactive scooter. Do you need help adding speed adjustments or braking mechanics?
In looking at the shape of the scooter, it seems as if the two wheels are side-by-side instead of one in front of the other. The handlebar also seems to be connected to the center of the base of the scooter. Can you re-arrange the wheels so that one wheel is at the front of the scooter and one wheel is at the back. The two wheels are "in-line". Also the handlebars are to be positioned above the front wheel.
Got it! Let's adjust the scooter layout to have inline wheels (one at the front and one at the back) and reposition the handlebar above the front wheel. Here's how we modify the script:
Changes Made:
Front & back wheel placement: Front wheel moved forward by +0.75 units.
Back wheel moved backward by -0.75 units. Handlebar repositioning: Positioned above the front wheel instead of the center.
Updated Scooter Script
Results
Inline wheel alignment: The scooter now has one wheel at the front and one at the back.
Handlebars are correctly positioned above the front wheel for better realism.
Let me know if you'd like any further refinements!
Whenever I attempt to stand on the scooter, it seems to fling itself far away from me. What am I doing wrong?
Ah, the classic Roblox scooter launch--unintended but strangely amusing! This happens because the scooter isn't properly anchored, welded, or constrained, causing unexpected physics interactions when the player steps on it. Let's troubleshoot and fix it:
Potential Issues & Fixes
Base Might Not Be Anchored Properly
If the scooter base isn't welded correctly, stepping on it might cause it to react unpredictably. Fix: Try setting the base's Anchored property to true temporarily to see if the issue is caused by movement errors.
Player Collisions Causing Forceful Reactions
If the player collides with the scooter's parts, Roblox's physics system may try to resolve the overlap by pushing the scooter away. Fix: Set CanCollide = false for the scooter's parts except the base.
TriggerPart Might Be Pushing the Scooter Away
Since the scooter moves when a player steps on it, Roblox physics may apply excessive force unexpectedly. Fix: Instead of Touched, use HumanoidRootPart:GetPropertyChangedSignal("Position") to detect standing.
Parts Need Proper Welding
If parts aren't welded correctly, stepping on them applies unintended forces, making the scooter launch. Fix: Ensure WeldConstraint is properly connecting all parts.
Quick Fix Code Example Modify the scooter base so it's anchored, then test welding constraints:
If it stops launching away, remove anchoring and ensure WeldConstraints are properly added.
Final Refinements Test standing without movement enabled, then add manual control.
If it flings away only when moving, tweak movement speed and force values.
Try these changes and let me know if the scooter is behaving itself now!
I set the base.Anchored to true and then the scooter does not move. Next, I set the base.CanCollide to true and the output panel shows the message "Player is standing on the scooter." But the scooter does not move. What do I need to do to get the scooter to move when the player is standing on it? It it just tyring to move the scooter using WASD?
Good debugging! Since setting base.Anchored = true stops the scooter from moving, we need to disable anchoring and ensure it's welded properly for controlled movement. Let's go step by step to get things working.
Fix: Ensuring the Scooter Moves
Disable Anchored on the base
The base must be free to move. Instead of anchoring, weld the parts together using WeldConstraint.
Apply a movement force when the player stands
The script should move the base when the player is detected standing on it.
Ensure CanCollide is properly set
The base should have CanCollide = true, but other parts (like the trigger) should not interfere with movement.
Updated Script: Move When Player Stands Modify the Touched function to apply movement.
Adding Manual Controls (WASD) Now that the scooter moves on standing, you can modify the script to allow player control.
Replace the automatic movement with WASD controls:
Final Checks
Base is NOT anchored
Parts are welded together properly
Player steps on the scooter --> it moves
WASD controls allow manual movement
Try this out, and let me know if the scooter is rolling smoothly now!
I think the parts are not welded together just right. When I step on the scooter, the base moves in one direction and the wheels and handlebars seem to stay together moving in a different direction. How can I check that the base, wheels, and handlebars are all welded together properly?
It sounds like some parts of your scooter aren't welded correctly, causing them to move separately instead of as one unit. Let's troubleshoot and fix this!
How to Check If Parts Are Welded Properly
Manually Inspect in Roblox Studio
Open Explorer (View -> Explorer).
Expand the scooter model.
Click on each part to see if there's a WeldConstraint properly connecting it to the base.
Check for Missing Welds Using a Script
Run this simple diagnostic script in Command Bar (View -> Command Line):
If it prints missing welds, you'll know which parts need fixing.
Ensure Welds Reference the Correct Parts
Double-check that each weld properly connects Part0 and Part1.
Example for front wheel:
If Part0 or Part1 are incorrectly assigned, the scooter won't move as one.
Confirm That Parts Are Not Anchored
Make sure only the base is unanchored while debugging.
Try setting all parts Anchored = false, then test if they stay together.
Test Moving the Base
Run this quick test:
If the wheels and handlebars don't follow, they are NOT properly welded.
Fixing the Issue Ensure every part has a WeldConstraint linking it to the base.
Double-check Part0 and Part1 assignments.
If parts still separate, try grouping the scooter into a Model and set PrimaryPart to the base.
Try these fixes and let me know if the scooter stays together now!
Is the following the correct combination of Welds? weldParts(frontWheel, base) weldParts(backWheel, base) weldParts(base, handlebarVertical) weldParts(handlebarVertical, handlebarHorizontal) weldParts(triggerPart, base)
You're on the right track! Your welds mostly look good, but let's double-check a couple of key points to ensure everything moves as one unit:
Reviewing Your Welds
weldParts(frontWheel, base) -> Correct! This ensures the front wheel stays attached.
weldParts(backWheel, base) -> Correct! This keeps the back wheel in place.
weldParts(base, handlebarVertical) -> Good! This attaches the handlebar column.
weldParts(handlebarVertical, handlebarHorizontal) -> Correct! This connects the top bar to the vertical bar.
weldParts(triggerPart, base) -> Potential Issue
If the triggerPart is not physically touching the base, this weld might fail.
Try setting triggerPart.Position = base. Position + Vector3.new(0, 0.2, 0) to ensure alignment before welding.
Fixes & Improvements Ensure Every Part Is Welded Correctly -> Run a diagnostic test:
This will tell you if any part lacks a weld.
Confirm WeldConnection Properly References Parts -> Each weld should be parented to Part0:
What Happens Next? Once everything is welded correctly:
Stepping on the scooter should not separate the parts.
WASD movement should move all parts together.
The trigger should activate movement properly.
Give it a test, and let me know if everything holds together now!
The scooter is staying together now. However, it does not let me stand on it. It keeps moving away whenever the Touched:Connect() is triggered. Can you help me re-write the Touched:Connect()?
Got it! The issue likely stems from the fact that Touched:Connect() is triggering movement instantly, causing the scooter to move before the player has a chance to stand. We can refine this by:
Adding a delay before movement starts
Ensuring the player's character is truly standing on the scooter
Checking if movement should only happen when the player is firmly on the base
Updated Touched:Connect() Implementation Instead of starting movement immediately, we'll first check if the player is standing before triggering movement.
How This Fix Works
Waits 0.5 seconds before moving, so the scooter won't escape immediately
Checks if the player is still near the base, preventing false activations
Only moves when the player is truly standing, eliminating unintended reactions
Try this, and let me know if the scooter behaves properly now!
I am getting the message: "Player was not fully standing. No movement triggered." What changes can I make to ensure the player is able to fully stand on the scooter? Is it the size of the scooter that is the problem?
Good observation! The issue could be caused by a few things, including the size of the scooter, the trigger placement, or how Roblox is detecting the player's position. Let's troubleshoot step by step:
Possible Causes & Fixes
Scooter Size Might Be Too Small for the Player to Stand on Properly
If the scooter is narrow or too low, the player's HumanoidRootPart might not be correctly positioned.
Fix: Try increasing the base size slightly:
base.Size = Vector3.new(2, 0.2, 0.7) -- Slightly wider and longer
This helps ensure the player has enough space to stand.
TriggerPart Might Be Misaligned
If the triggerPart is too low or too small, the detection won't register the player properly.
Fix: Adjust the trigger height to better match the player's feet:
triggerPart.Position = base.Position + Vector3.new(0, 0.4, 0) -- Raise it slightly triggerPart.Size = Vector3.new(2, 0.1, 0.7) -- Match base dimensions
This ensures the player touches it properly while standing.
HumanoidRootPart Might Be Misaligned in the Check
The Magnitude check might not be registering correctly if the player is slightly offset.
Fix: Increase the acceptable distance slightly:
if rootPart and (rootPart.Position - base.Position).Magnitude < 3 then
This allows some flexibility in detecting the player's position.
Final Steps -Widen the base for better player standing. -Adjust the trigger position to detect properly. -Increase distance check to ensure proper activation.
Try these adjustments and let me know if your scooter is finally cooperating!
Ok. It seems to be working a little. However, whenever I press the WASD keys the player just walks off of the scooter. How can I get the player to become attached to the scooter so that the WASD then moves the scooter and not just the player?
Great observation! Right now, pressing WASD moves only the player, because the player isn't truly attached to the scooter. To fix this, we need to lock the player's movement to the scooter so that movement controls affect the scooter instead of the character.
Fix: Attach Player to the Scooter Here's how we do it:
Disable player's walking controls so they can't walk off.
Use a SeatWeld to attach them to the scooter when they stand on it.
Make WASD move the scooter instead of moving the player.
Step 1: Attach Player to Scooter Using a SeatWeld Roblox automatically locks players to Seat objects, but since we're using a standing scooter, we need to manually weld the player to the base.
-Modify the Touched function Instead of just detecting the player stepping onto the scooter, we now attach their HumanoidRootPart to the scooter.
Step 2: Make WASD Move Scooter Instead of Player Now that the player is welded to the scooter, WASD should move the scooter itself instead of the player.
Modify the manual movement controls:
Final Fixes -Player is welded to the scooter when stepping on it. -Player can't walk off-they move with the scooter. -WASD controls move the scooter instead of the player.
Try this out, and let me know if your scooter is working perfectly now!
The player and the scooter do seem to be welded. However, the player's feet still seem to be moving.
Nice work getting the welding right! Now, let's make sure the player's feet stop moving while they’re attached to the scooter.
Why is the Player Still Animating? Even though they're welded to the scooter, the default walking animations are still playing. Roblox doesn't automatically recognize that they should be stationary, so we need to override the animation state.
Fix: Disable Player's Walking Animation
Detect When the Player Mounts the Scooter
Override Their Animation to Keep Them Still
Restore Animation When They Leave the Scooter
Updated Code to Stop Foot Movement Modify the attachPlayerToScooter() function to override the walking animations.
What This Fix Does
Prevents the player from playing walking animations while welded
Keeps the player standing naturally on the scooter
Restores animations if they detach later
Try this out, and let me know if the scooter ride is looking more realistic now!
Still having trouble getting the animation to stop the walking. I have added a few debug statements to the following:
-- Stop Walking Animations local animator = humanoid:FindFirstChild("Animator") if animator then print("Found the animator") for _, track in pairs(animator:GetPlayingAnimationTracks()) do track: Stop() print("Trying to stop animation of walking") end end
I am able to see the first print(), but not the second one. Is there an alternative to GetPlayingAnimationTracks()?
Good debugging! Since you're seeing "Found the animator" but not "Trying to stop animation of walking", it suggests that GetPlayingAnimationTracks() might not be returning any active animations. Here are a few alternatives to stopping movement animations:
Alternative Methods to Stop Walking Animations
Method 1: Directly Disabling the Humanoid's Auto Walking Animation Instead of stopping individual tracks, we can disable the walk animation state entirely using the Humanoid's SetStateEnabled() method.
Why This Works?
This prevents the character from entering the walking or running states, effectively stopping the animation before it even starts.
Method 2: Manually Changing the Animation ID Roblox uses animation IDs for default walking animations. Overriding them with a "neutral" pose can force the player to stand still.
Why This Works?
Roblox loads animations dynamically from the Animate script. Removing the animation ID stops it from playing.
Method 3: Locking the HumanoidRootPart's Position Another way is to prevent movement entirely by locking the character's HumanoidRootPart to the scooter.
Why This Works?
This physically stops movement, ensuring the character stays locked in place.
Next Steps Try Method 1 first (SetStateEnabled()). If it doesn't work, Method 2 should forcefully override the walk animation. Method 3 should be a last resort if the player still moves unexpectedly.
Let me know if the walking animation finally stops!
Note to ViewerBelow is the latest version of the code incorporating many of the changes suggested by the AI.
Ok. I have the animation issue fixed. Now I would like the player to be centered on the scooter when the player first encounters it. How do I automatically center the player on this first touch?
To automatically center the player on the scooter when they first touch it, we need to adjust the player's position before welding them to the scooter. Right now, your script correctly detects touch, but we need to reposition the player's HumanoidRootPart onto the center of the scooter.
Fix: Adjust Player's Position Before Welding Modify the attachPlayerToScooter() function to first move the player to the correct spot, then attach them.
Updated attachPlayerToScooter()
What This Fix Does
Moves the player's HumanoidRootPart directly onto the center of the scooter
Ensures the player is correctly positioned before welding
Keeps movement and animations locked in place
Try it out, and let me know if the player is perfectly centered now!
What about the player's orientation, can I re-orient the player to match the scooter? Or vice versa?
Absolutely! You can align the player's orientation with the scooter or adjust the scooter's orientation to match the player. The best way to do this is using CFrame rotation, which controls an object's position and rotation in 3D space.
Method 1: Rotate the Player to Match the Scooter If you want to align the player to face forward, use CFrame.LookAt() to point their HumanoidRootPart in the right direction.
-Modify attachPlayerToScooter() to Align Player Rotation
What This Does: 1) Moves the player to the center of the scooter and 2) Rotates them to face the scooter's forward direction
Method 2: Rotate the Scooter to Match the Player If you prefer to rotate the scooter instead of the player, you can apply a CFrame adjustment to the base.
What This Does: -Rotates the scooter so it faces the same direction as the player
Final Touch Try out both methods and pick the one that feels best for your game! Let me know if you need adjustments.
Oops. The player is now facing in the exact opposite of the scooter. How can I ad a 'rotate 180' degrees to the player?
No worries! To rotate the player 180 degrees, simply adjust their CFrame rotation after aligning them to the scooter. We'll multiply the rotation by CFrame.Angles(0, math.rad(180), 0) to flip them around.
Fix: Rotate Player 180 Degrees Modify the attachPlayerToScooter() function like this:
What This Fix Does
Aligns the player with the scooter's forward direction
Rotates them by 180 degrees, fixing the flipped orientation
Ensures a smooth transition when stepping onto the scooter
Try this out, and let me know if the player is facing the right way now!
I think I am just going to reverse the Z-coordinates of the two wheels. See below:
Yes! Reversing the Z-coordinates of the wheels will effectively swap their positions, making the front wheel truly at the front and the back wheel at the rear. That should correct the scooter's orientation without needing to rotate the player separately.
Key Fixes with Your Adjustment
Front wheel moves forward: (0, -0.25, 1.5)
Back wheel moves backward: (0, -0.25, -1.5)
Scooter will naturally face the correct direction
Extra Check Before testing, double-check that handlebarVertical is still positioned above the front wheel (since it was originally based on frontWheel.Position).
If necessary, update its location:
This should align everything without needing to manually rotate the player. Let me know if your scooter's facing direction looks right now!
Yes. Everything looks good now and works great too. How do I exit the scooter to go back to normal walking? What keys do most games use to "exit" a vehicle?
Awesome! Glad your scooter is working perfectly now.
How to Exit the Scooter & Resume Walking To detach the player from the scooter, we need to:
Remove the weld connecting them to the scooter.
Re-enable their walking animations & controls.
Position them slightly away from the scooter to avoid re-triggering it.
Add an Exit Function Modify your script to allow the player to exit when pressing a specific key (e.g., E for exiting vehicles).
Step 2: Bind Exit Action to a Key (E) Most games use E, Space, or Backspace to exit vehicles. Let's bind E for exiting the scooter.
Final Result
Pressing E exits the scooter.
Player is detached & animations restored.
Player moves slightly away from the scooter to prevent instant reattachment.
Try it out and let me know if you'd like any refinements!
I seem to be having trouble getting the "E" key to be recognized. I tried other keys as well such as: "X" and "J". Each time I press one of these keys, there is no detachment of the player from the scooter. Here's what I have so far. Can you tell if there is some restriction on what keys are accessible while the player is on the scooter? (see below)
You're doing great debugging this! There are a few reasons why the E key (or other keys) might not be recognized while riding the scooter:
Possible Issues and Fixes
UserInputService Might Not Work for Non-Local Scripts Issue: UserInputService.InputBegan only works on the client, but if your script is running in ServerScriptService, it won’t detect key presses.
Fix: Place this code inside a LocalScript, preferably inside StarterPlayerScripts or StarterCharacterScripts.
The Player May Not Be the LocalPlayer Issue: game.Players.LocalPlayer only works in LocalScripts. In a server script, this will error or return nil.
Fix: Instead of game.Players.LocalPlayer, use:
This ensures we reference the actual player.
Add a Debugging Message for Key Detection Before calling detachPlayerFromScooter(character), check if the key press is actually firing:
If "Exit key detected!" doesn't print, then key detection isn't working properly.
If "Detaching player from scooter..." doesn't print, then character is not being detected.
Make Sure the Script Isn't Blocked by UI or Other Inputs Issue: If the game has any UI elements or input restrictions, UserInputService might be blocked.
Fix: Try using ContextActionService, which ensures inputs override UI restrictions:
Final Fixes to Try
Move the script to a LocalScript in StarterPlayerScripts.
Use GetPlayerFromCharacter(hit.Parent) instead of LocalPlayer in a server script.
Debug key presses to check if input is detected at all.
Use ContextActionService to ensure the key press isn't blocked by UI.
Try these changes and let me know if pressing E successfully detaches the player now!
I seem to be unable to disengage from the scooter once the scooter and avatar have been engaged. I tried pressing the "E" key but it is not being detected. Probably needs to be in a script somewhere else. Currently all of this code resides in a Workplace script.
It looks like you've put a lot of effort into your scooter script! The issue with the "E" key not being detected might be due to the context in which the script is running. Since you're using game.Players.LocalPlayer, this script needs to be a LocalScript and should reside in a location where it can access the LocalPlayer, such as the StarterPlayerScripts or StarterGui.
Here's how you can adjust your setup:
Move the Input Handling to a LocalScript:
Create a LocalScript in StarterPlayerScripts.
Move the UserInputService handling code to this LocalScript.
Communicate Between Scripts:
Use RemoteEvents to communicate between the LocalScript and the server-side script in Workspace.
For example, when the "E" key is pressed, the LocalScript can fire a RemoteEvent to trigger the detachPlayerFromScooter function on the server.
Here's an example of how you can modify your code:
LocalScript (StarterPlayerScripts)
Server Script (Workspace) -Add a RemoteEvent in ReplicatedStorage:
-Update the server script to listen for the RemoteEvent:
This setup ensures that the "E" key press is detected on the client side and properly communicates with the server to detach the player. Let me know if you need further clarification or assistance!
Note to ViewerI had setup the script in the StarterPlayerScripts as a "regular" script when, instead, I should have created a "localScript". There is a difference which I found out soon.
I'm still getting no response from pressing the "E" key. I added a print() message but cannot see any message like this. Here's my updated detachEvent script:
UserInputService.InputBegan:Connect(function(input, gameProcessed) if gameProcessed then return end if input.KeyCode == Enum.KeyCode.E then print("Attemptng to detach") detachEvent:FireServer() -- Notify the server to detach the player end end)
It seems like the issue might be related to where the LocalScript is placed or how the UserInputService is being utilized. Here are some troubleshooting steps to help you pinpoint the problem:
Verify LocalScript Placement:
Ensure the LocalScript is located in a place where it can run properly, such as StarterPlayerScripts, StarterGui, or a ScreenGui. LocalScripts won't work if placed in Workspace or ServerScriptService. Note to Viewer: I did create a script. But unfortunately it was only a regular "Script" and not a "LocalScript".
Check for GameProcessed:
The gameProcessed parameter prevents input from being detected if the key press is already being used by the game (e.g., for chat or other default actions). Try temporarily removing the if gameProcessed then return end line to see if the key press is being blocked.
Test Key Detection:
Add a simple print statement outside of the if condition to confirm that the InputBegan event is firing:
If you don't see any output, the issue might be with the script's placement or execution.
Ensure RemoteEvent Exists:
Confirm that the detachEvent RemoteEvent exists in ReplicatedStorage and is properly named. You can add a check in the LocalScript:
Debugging the Server-Side Script:
Ensure the server-side script is correctly listening for the RemoteEvent and that the detachPlayerFromScooter function is being called. Add a print statement in the OnServerEvent handler:
Check for Conflicting Scripts:
Ensure no other scripts are interfering with the "E" key press or overriding the UserInputService behavior.
Try these steps and let me know what you find! If the issue persists, we can dig deeper into the setup.
Note to ViewerI changed the script in StarterPlayerScripts to a LocalScript. I also created the DetachEvent as a separate item in ReplicatedStorage (See image below).
Ok. I think that is the solution. I had created a regular "Script"--not a "LocalScript". Once I changed it to a "LocalScript" it seems to be working much better. Now the scooter and avatar seem to be trying to re-connect immediately after disconnecting. Is there a proximity criteria that can be used to disable the re-connecting of the scooter if it was just connected?
Great to hear that switching to a LocalScript resolved the key detection issue! To prevent the scooter and avatar from immediately reconnecting after detaching, you can implement a proximity check combined with a cooldown timer. This ensures that the player cannot reattach to the scooter for a short period after detaching.
Here's how you can modify your script:
Add a Cooldown Mechanism
Introduce a cooldown variable to track whether the player can reattach.
Use a Debounce or Timer to enforce a delay before reattachment is allowed.
Updated Code Example
Key Changes:
Cooldown Variable:
The cooldown variable prevents reattachment during the cooldown period.
Timer:
task.delay() is used to reset the cooldown after a specified time (e.g., 3 seconds).
Proximity Check:
You can further enhance this by checking the distance between the player and the scooter before allowing reattachment:
This approach should prevent the immediate reattachment issue and give players a smoother experience. Let me know how it works for you!
Perfect. Everything is working great now. Thanks.
startingScript (regular script in the Workspace)
detachingScript (LocalScript in the StarterPlayerScripts)