onPlayerSpawned()
{
self endon("disconnect");
level endon( "game_ended" );
// YOU MUST HAVE THIS
isFirstSpawn = true;
for(;
{
self waittill("spawned_player");
// YOU MUST HAVE THIS
// only runs once when the player spawns for the first time
if(isFirstSpawn)
{
initOverFlowFix();
isFirstSpawn = false;
}
}
}
// textElem is the name of the object you defined with createFontString()
// view my createText function for an example
textElem.type = "text";
addTextTableEntry(textElem, getStringId(text));
textElem setSafeText(self, text);
instead of setText(<text>
. If you do not do this it will result in an overflow. To use setSafeText() you must call it like so:
// textElement is the text element you wish to set text for. This is the object you would normally call setText() on.
// self is the player object you wish to set text for. If you don't know what this is just use self.
textElement setSafeText(self, "text");
instead of destroy(). Clear takes one argument and that is the player that the text element belongs to. If you don't know what I mean by that just use self.
textElement clear(self);
onPlayerSpawned()
{
self endon("disconnect");
level endon( "game_ended" );
// YOU MUST HAVE THIS
isFirstSpawn = true;
for(;
{
self waittill("spawned_player");
// YOU MUST HAVE THIS
// only runs once when the player spawns for the first time
if(isFirstSpawn)
{
initOverFlowFix();
isFirstSpawn = false;
}
}
}
// textElem is the name of the object you defined with createFontString()
// view my createText function for an example
textElem.type = "text";
addTextTableEntry(textElem, getStringId(text));
textElem setSafeText(self, text);
instead of setText(<text>
. If you do not do this it will result in an overflow. To use setSafeText() you must call it like so:
// textElement is the text element you wish to set text for. This is the object you would normally call setText() on.
// self is the player object you wish to set text for. If you don't know what this is just use self.
textElement setSafeText(self, "text");
instead of destroy(). Clear takes one argument and that is the player that the text element belongs to. If you don't know what I mean by that just use self.
textElement clear(self);
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