Ozzypig
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| Joined: 27 Mar 2008 |
| Total Posts: 4906 |
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| 04 Jun 2013 06:13 AM |
I've determined using the scientific method* that these two objects are among the best ever added to ROBLOX. What have you made that use them?
~Ozzy
*my biased opinions |
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| 04 Jun 2013 06:32 AM |
hi ozzy
Also keybound shortcuts that trigger bindableevents in Kill The Clones. This makes it so you can still use a few important gui elements in first person mode without the Modal property. |
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BAUER102
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| Joined: 03 Apr 2010 |
| Total Posts: 5936 |
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| 04 Jun 2013 06:37 AM |
BindableEvent would be perfect, if it was replicated.
BindableFunction is completely useless and would serve a little use, if it was replicated.
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BAUER102
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| Joined: 03 Apr 2010 |
| Total Posts: 5936 |
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Dr01d3k4
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| Joined: 11 Oct 2007 |
| Total Posts: 17916 |
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| 04 Jun 2013 07:55 AM |
I'm making a minecraft voxel mining style game thingy atm (well, trying to anyway, studio is impossible to work with - explanation below), and I used a BindableEvent in the workspace created by the server game script. All the localscripts in the player's backpacks detect when the player is trying to mine, then call workspace.NotifyVoxelMined:Fire(mouse.Target); and: NotifyVoxelMined.Event:connect(function (voxel) Map:mine(voxel); end); -- cause I have an _G.Map class This way the server can manage it all cause when a block is mined, the ~5 other parts around it that are now visible need to be instanced, but it needs to not put one where there has been a block and it's much easier to have the 1 server script manage all that.
Why studio is impossible to work with: - Press play - Scripts are in the script performance tab and run fine - Press reset, the scripts are still in the script performance tab - Edit code - Press play - Nothing happens - Press reset - Press play - Now the scripts work, and they appear in the script performance tab, but the old ones don't go away - there is now 2 of each script in this tab - Press reset, all the scripts are still in this tab - Continue |
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BAUER102
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| Joined: 03 Apr 2010 |
| Total Posts: 5936 |
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| 04 Jun 2013 08:11 AM |
| @dr: That can't work, because bindable event calls are not replicated. |
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Dr01d3k4
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| Joined: 11 Oct 2007 |
| Total Posts: 17916 |
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| 04 Jun 2013 08:24 AM |
| o? I haven't tested it online, only in solo... crap, meh I cba to work on it anyway cause studio is annoying. I prefer st2 + love. |
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MrNicNac
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| Joined: 29 Aug 2008 |
| Total Posts: 26567 |
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| 04 Jun 2013 08:34 AM |
| Dr01d is still right on Studio being a pain at times to work with. I had an earlier issue at my Rainbow Monkey map where the reset button would not restore objects that scripts had removed. It was like losing work, but still having a map. |
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noliCAIKS
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| Joined: 08 Mar 2010 |
| Total Posts: 917 |
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| 04 Jun 2013 08:46 AM |
BindableFunction would be really useful for protecting your source code because you could just send a pre-compiled function to the client from the server without having to use a LocalScript. BindableEvent would be really useful because it would be much easier to script across the network. Unfortunately, neither of these are replicated :c |
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| 04 Jun 2013 01:58 PM |
BindableEvent is pretty useful BindableFunction has no use since BindableEvent can do its job better, and BindableFunction cannot yield. |
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