[x] the order clones are created is not guaranteed, causing some to mess up their initial start
[x] yeah everythings broken
[x] update hide/show player so that they player can still reset
[x] instead of parenting, anchor the HRP and teleport into the sky and apply a buff transparency with maximum weight
[x] entirely convert user.agent to PlayerUtil.getAgent (dynamically create agents, and include comment that 'agents auto destroy themselves)
[x] STRONGLY CONSIDER converting PlayerUtil.hidePlayer/showPlayer/isPlayerHidden into a buff
[x] Update conga command with this buff
[x] Make collision group a buff
[x] ensure :setWeight calls same for child buffs - important, this appears to cause the speed to bug and not reset
[x] i am very likely going to need to replicate server buff details to the client. to do this, create the buff also on the client, but completely ignore within the reducer. keep track of details such as weight and value.
[x] determine what to do about clones when they clone a 'hidden' player. maybe when a player is hidden, insert a number value into their humanoid called NanobloxHidden (if not already present) with the value of their current transparency (check for current transparency buff, else default to 0), then when a clone copies a player, check for this value and set the transparency of the clone accordingly
[x] make the player not collide with anything (try and make this a buff if possible so that it persists)
[x] some assets (e.g. from ;clone @oblivioushd) not loading, defaulting to 0?
[x] have ;clone ObliviousHD fail, it should only work for @ObliviousHD
[x] test with conga
[x] RENAME Clone.clone to something different (like Clone.character, despite that already existing)
[x] or have clone nil index reference the actual clone object itself
[x] ensure typeof(clone) and type(clone) return Instance instead of table
[x] have clone:IsA() which returns true for model, instance, etc
[x] now ensure task tracker/giver cleans up correctly
[x] important: ensure client remotes are received in order
[x] likely to do with ClientRemote _continueWhenRemoteInstanceLoaded
[x] temp buffs and hidechracter
[x] tempbuff not being detected still. why???
[x] if a hidecharacter (and ultimately tempbuffs) are created on the server, what do the replicated details then say? it's important that these register the client buff as a temp buff otherwise issues occur.
[x] replace all :buff("HideCharacter") with :set(true)
[x] important consider a limit command property/setting that prevents x amount of congo people after a certain limit (e.g. 10)
[x] role.limit.commandRestrictions role setting
[x] command.restrictions command setting
Client stuff:
[x] animations look jittery when falling (after stopping once) - likely to do with 'fixedAnimation'
[x] the lead player has a slightly larger gap than other clones, fix!
⁶;conga - adds player to your conga line
;unconga - removes player from all conga lines
Server stuff:
;conga me all
x3, then;kill mel
, not every person clears away;conga me ;conga me ;conga me ;conga me ;conga me ;conga me ;conga me
leaves a big gapPlayerUtil.hidePlayer/showPlayer/isPlayerHidden
into a buff@oblivioushd
) not loading, defaulting to 0?@ObliviousHD
_continueWhenRemoteInstanceLoaded
Client stuff:
Additional Commands: