My status GUI is not updating. I’m using a opensource module from stateview v1 and the schedule gui wont update.
It stays stuck on “CELL BLOCK” forever. I have a string value in Replicated Storage named “getStatus” Im wondering If im missing anything? Heres the code If anything is wrong as It is an old script.
Server Script:
local ServerStorage = game:GetService("ServerStorage")
local remote = game:GetService("ReplicatedStorage").RemoteEvents.statusChange
local title = "EHCF Notification"
local status1 = game.ReplicatedStorage.currentStatus
local title = "EHCF Notification"
local StatusTable = {}
local cooldown = {}
remote.OnServerEvent:Connect(function(e, status)
if cooldown[e.UserId] then
return
end
cooldown[e.UserId] = true
if e.Team == game.Teams.Inmate or e.Team == game.Teams["Maximum Security"] or e.Team == game.Teams["Min/Med Security"] then return end
local curstatus = game:GetService("ReplicatedStorage").currentStatus
if curstatus.Value ~= status then
curstatus.Value = status
local text;
if status == "lunch" then
text = "We are currently heading to the Cafeteria! ~ "..e.Name
elseif status == "shower" then
text = "We are currently heading to the Showers! ~ "..e.Name
elseif status == "free" then
text = "It is now FreeTime! ~ "..e.Name
elseif status == "normal" then
text = "We are currently heading back to the Cell block! ~ "..e.Name
end
table.insert(StatusTable, e.Name .. ": " .. status:gsub("normal", "cell block"))
game.ReplicatedStorage.SendNotification:FireAllClients(title,text)
end
wait(30)
cooldown[e.UserId] = nil
end)
function setSpawns(names)
for i,v in pairs(workspace.Spawns:GetChildren()) do
v.Enabled = false
if table.find(names, v.Name) then
v.Enabled = true
end
end
end
function managePlayerSpawn(plr)
end
game.Teams.Inmate.PlayerAdded:Connect(function(plr)
local curstatus = game:GetService("ReplicatedStorage").currentStatus
local status = curstatus.Value
local text;
if status == "lunch" then
text = "We are currently at the Cafeteria!"
plr.RespawnLocation = workspace.Spawns.CafeSpawn
elseif status == "shower" then
text = "We are currently heading to the Showers!"
plr.RespawnLocation = workspace.Spawns.ShowerSpawn
elseif status == "yard" then
text = "We are currently having FreeTime!"
plr.RespawnLocation = workspace.Spawns.YardSpawn
elseif status == "normal" then
text = "We are currently at the Cell Block!"
plr.RespawnLocation = nil
end
end)
status1:GetPropertyChangedSignal("Value"):Connect(function()
local text;
local status = status1.Value;
for i,plr in pairs(game.Teams.Inmate:GetPlayers()) do
if status == "lunch" then
text = "We are currently at the Cafeteria!"
plr.RespawnLocation = workspace.Spawns.CafeSpawn
setSpawns({"CafeSpawn", "CafeSpawn2"})
elseif status == "shower" then
text = "We are currently heading to the Showers!"
plr.RespawnLocation = workspace.Spawns.ShowerSpawn
setSpawns({"ShowerSpawn", "ShowerSpawn2"})
elseif status == "yard" then
text = "We are currently in the Yard!"
plr.RespawnLocation = workspace.Spawns.YardSpawn
setSpawns({"YardSpawn", "YardSpawn2"})
elseif status == "normal" then
text = "We are currently at the cell block!"
setSpawns({})
plr.RespawnLocation = nil
end
end
end)
Script Inside TextLabel:
local status = game.ReplicatedStorage.currentStatus
local function update()
if status.Value == "free" then
script.Parent.Text = "STATUS: FREE TIME"
elseif status.Value == "lunch" then
script.Parent.Text = "STATUS: LUNCH"
elseif status.Value == "normal" then
script.Parent.Text = "STATUS: CELL BLOCK"
elseif status.Value == "shower" then
script.Parent.Text = "STATUS: SHOWERS"
elseif status.Value == "lockdown" then
script.Parent.Text = "STATUS: LOCKDOWN"
end
end
status:GetPropertyChangedSignal("Value"):Connect(function()
update()
end)
update()
Sorry if this fourm is very unorganized I just want this script to work so I’m providing as much Info as possible