UI elements are not compiling into lua
hey, it's possible that i am just wrong because I haven't really worked with anything for a while but for some reason UI elements are not compiling into lua. I am not sure if it should be like that but i suppose no because i get errors

"tables cannot be cyclic"
log (from the compiled version):
codebase: https://github.com/msfyre/rpg_game/tree/battle-manager...
error: tables cannot be cyclic - Client - ui_debug:11
error: tables cannot be cyclic - Client - ui_debug:11
Solution:
stupid fix (it worked somehow):
```typescript
export class BattleData
// prev code here...
How do i properly write typings for generic
I have array which contains connected property class or separated property class. SeparetedProperty class needs generic of what type this property contains. But when i try to type it as unkown, because it can contain any type it throws error when i try to add property
i cant really provide playground cuz it have lot of dependincies...

How do i fix this mistyping
heres the error.
i cant understand why it throws this error cuz types seems to match.
playground with all the classes and error here too: link...

Can someone roast me hard
I made my very first usable class on ts and i want someone to roast it. Like point to any bad practises and other things
Heres playground with this class: https://roblox-ts.com/playground/#code/JYWwDg9gTgLgBAbzgJQK4DsDKBTKA3YAY2zgF84AzKCEOAIgAEoAjADxgGcB6D3A4jnQDcAKBHZWkWHEIAbAIYcOcHGHmx12ACYAFamFwwAngB4AKgD5EIgJBRs8rRHSyjcdPJDYAXHA4woYHQAc1FbMGoYbEIorTg8eVlUHzgzURtCAAt5EO1fZAAhAA1MQkCwGExgYI9ZEwBhRNlmeUIAawswmwLsbIIIVCgOXwRbGwB5dDMiNt8AChhM4GH4iGAtAEo4AF4rPDWtdIn0euzcrXnF5d999YAad2wAdwB9BKSUsweIWS03xOSvjMW12q3WR0aWGwMEuSxWt02OyszAgPwc6HSpC6EQgURi2jgLyyOWC2hezCCFzgBUp8mYsmwAFE8Nh0DAGk0Wu1OmIMs5-FBUDFoHMPF5fAKgsEHu9AaktqMbDYrhwAHRikjbdyebBHFWq2Wa+IA3W85Vw1VEs6kv4U9BxLXoZ5wACS6H8OWIczoNPtdIZzNZMDoGz1FuJ5x2cH1VpJZLtWlVgbZXXNy1VPT6wAGQyjiqVk2m7TmCtIdzGx1Oca0JcQZYrkJwMFr+aV9hgg3Q0cFpqVNnrSqxZv1EZtqvqzidMQWFsz8n6gzVkyr51DYzQUPwRGwqoAEg5YMwHDBx5Pos39XOF0NVYWZmv+7ywKh6UQVNC5rwYC8YBAgQqxmACg4BndMr2zRdxxyJsSwAvsgJA-VDR2bYtS-H8IDgvt207btkiOR8+xjUd40pVUADFgHsT9oQwh4kJNB8lQYj4o3Q38CJwqAuwCfCxnIbBZF4axsOhXDeN7QjSCfF9ZDfABxD8sK4niLUNTERGk8RJGgeA5EUZQJ3QKdYj0CADFgUxbCMkztDdD10GIOAJCie1lHsmBPWwcsbAAOR1Zz2FZLRlDabAjAgYCAHVAk8+lsA8ryzIsmBgGwDgGjPfEtESxzsAscsrBc4LlFUdRPPsXR9EMUwbPPOz3U8vKAG1-K8ABdKxFSCBziF8Orsty4h0kILLYgw3wwoi6LYv9BLGqS6rYDSjKBtiIb8vSCAWSgQItBSFE0RyLpRsawVhSgOYxjalJJRCHybAANRNfqxoa3rsFanV2oetazAgDbXuM+qcoWvKHo2jhkpqm7fBuh7xh2vaDtRBkch8rCOFQCy5nhuBno+Ncxn1HqmqcrU-oBsHhuJi1Sa85rIehyybvaqMWL45jwzev5fyjJmluMG6w3TbbcGRqNEfF9ZTVp9MSMTNa5lFZ5-kJpERK59N6ZagXzJh76oydV51P4piSepndFJgZnjBXG0qhqRJMuBwbLYsOY9ZSowbo2U9XebWtQVbBC5gAQn1MXdplrCtbVGCLY+xnLahwWfe+pj+2coSSFbNM1R14hk4+1P9ZZw2tQ5yTCP7B9pNIIA
wth is this link bruh
also i gave screen how it can be used i also used flamework component thingy for it...

How do i type property as provided type
I'm making my property implementation and i need to get access to instance's property using just name of it. in roblox studio you can just do Instance[property_name] and it will return property, but how i can do it in ts?

Help using tether with charm-sync
im getting this compiler error:
```ts
src/shared/messaging.ts:5:26 - error TS @flamework/core: Unknown type '["object", ["none", ["literal", "none"[], -1]][]] | ["object", (["id", ["optional", ["u8"]]] | ["level", ["optional", ["u8"]]] | ["owner", ["optional", ["blob"]]])[]]' encountered
...
Does anyone have any examples of using something like tether for charm sync
I'm just confused for the manual networking part of charm sync and my project uses tether
Solution:
I use it with
serio
and charm-payload-converter
shared/network.ts
```ts
import type { SerializeablePayload } from "@rbxts/charm-payload-converter"...Flamework Shared Components Help Needed
I created a simple game where you click an object to earn points. Iād like to refactor it using shared components, but Iām not sure how to do it properly. The code works, but not in the best way, so I need someone with more experience to guide me on how to structure it correctly.
https://github.com/sdxqw/CandyCraze...
ProfileService and Services
CandyService start faster than PlayerDataService, could someone help me?
CandyService.ts
https://pastecode.io/s/72064zpd
...
Can you create aliases for flamework decorators
I have this code here:
```ts
import { OnStart } from "@flamework/core";
import { Component } from "@flamework/components";...
clone variable results to undefined but the base model results fine
```typescript
// prev code here
// oh yeah Players is a variable on the original script
for (const [index, Player] of ipairs(Players))
{...
Solution:
add
PlayerCharacter.Archivable = true
Message Not Public
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ground assets are disappearing on the client side
the same assets are there on the server's side
(2nd pic without contents of the TestArea is the client while the game is
running)
...
Solution:
ok i messed up the execution order of the respawn system's initialization

How to create custom clone method for typescript class.
I'm trying to recreate the method, but cloning a typescript class instance instead of a roblox instance, I just can't figure out how to do it while keeping the methods and functionality the same.
I've tried: The spread operator ( ), copy/deepCopy from the object-utils package ( )
```ts...
Instance.Clone()
Instance.Clone()
{ ...instance }
{ ...instance }
Object.deepCopy(instance)
Object.deepCopy(instance)
Solution:
If anyone has this same issue just use
Thanks bitsplicer...
table.clone(instance)
table.clone(instance)
Flamework + React
Hello guys, I want to know if this project is done in the correct way, and if someone could help me fix the responsivess of my UIs, as still I don't understand them, if someone is that great to help me improve this project I will be really happy.
https://github.com/sdxqw/Test...
[Flamework]: Failed to load! TS version mismatch detected
I keep getting this message, i don't know how to fix it. I have 5.2.2 installed on NPM and bun.
package.json
:
```json
{
"name": "zoo-game-ts",...
how to type an empty message with tether
i want the message to be empty similar to Event:FireEvent()
Solution:
this worked
...
[messages.CLIENT_READY]: undefined;
[messages.CLIENT_READY]: undefined;
ECS tips?
I'm going to try ECS. (JECS to be more precise) are there any tips on how to use it that I can use? Perhaps something should not be used, or, on the contrary, more than others. Maybe there is a template.
Solution:
Message Not Public
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