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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
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"tables cannot be cyclic"

log (from the compiled version):
error: tables cannot be cyclic - Client - ui_debug:11
error: tables cannot be cyclic - Client - ui_debug:11
codebase: https://github.com/msfyre/rpg_game/tree/battle-manager...
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...
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How do i specify keyof

How do i specify Name type so it contains only properties of type number?
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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...
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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?
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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. I’d like to refactor it using shared components, but I’m 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
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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
No description

How to create custom clone method for typescript class.

I'm trying to recreate the
Instance.Clone()
Instance.Clone()
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 (
{ ...instance }
{ ...instance }
), copy/deepCopy from the object-utils package (
Object.deepCopy(instance)
Object.deepCopy(instance)
) ```ts...
Solution:
If anyone has this same issue just use
table.clone(instance)
table.clone(instance)
Thanks bitsplicer...

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",...
No description

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:
go to the jecs project channel in ROSS and look through the pins in there
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