eletrowiz
|
  |
| Joined: 08 Dec 2008 |
| Total Posts: 12438 |
|
|
| 25 Jul 2013 06:25 PM |
:(
Now I have to do it myself.
Danks roblox.
-={3137]=- |
|
|
| Report Abuse |
|
|
Maradars
|
  |
| Joined: 18 Jun 2013 |
| Total Posts: 74 |
|
|
| 25 Jul 2013 06:31 PM |
Really? That's kinda stupid that they would change that...
~Tanner L. Ghosen~ |
|
|
| Report Abuse |
|
|
eletrowiz
|
  |
| Joined: 08 Dec 2008 |
| Total Posts: 12438 |
|
|
| 25 Jul 2013 06:32 PM |
It could be something else, but that what it seems to be to me.
-={3137]=- |
|
|
| Report Abuse |
|
|
eletrowiz
|
  |
| Joined: 08 Dec 2008 |
| Total Posts: 12438 |
|
|
| 25 Jul 2013 06:34 PM |
*that's
Don't eat me. :(
-={3137]=- |
|
|
| Report Abuse |
|
|
Maradars
|
  |
| Joined: 18 Jun 2013 |
| Total Posts: 74 |
|
|
| 25 Jul 2013 06:34 PM |
@electro nom nom nom nom
~Tanner L. Ghosen~ |
|
|
| Report Abuse |
|
|
stravant
|
  |
 |
| Joined: 22 Oct 2007 |
| Total Posts: 2893 |
|
|
| 25 Jul 2013 06:39 PM |
More specifically: Setting the Character property doesn't always reset the camera to Custom CameraType, that humanoid as the CameraSubject.
However, it is AWESOME that it works the new way. Now you can do custom character spawning camera behavior without the engine getting in the way and randomly resetting the Camera from scriptable all the time. |
|
|
| Report Abuse |
|
|
Maradars
|
  |
| Joined: 18 Jun 2013 |
| Total Posts: 74 |
|
|
| 25 Jul 2013 06:40 PM |
@stra mkay
~Tanner L. Ghosen~ |
|
|
| Report Abuse |
|
|
eletrowiz
|
  |
| Joined: 08 Dec 2008 |
| Total Posts: 12438 |
|
|
| 25 Jul 2013 06:41 PM |
But why stravant... I could be lazy that way. :(
-={3137]=- |
|
|
| Report Abuse |
|
|
blocco
|
  |
| Joined: 14 Aug 2008 |
| Total Posts: 29474 |
|
|
| 25 Jul 2013 06:43 PM |
| A lazy programmer makes a buggy one |
|
|
| Report Abuse |
|
|
|
| 25 Jul 2013 06:44 PM |
If it's such a problem, it's not a difficult 'fix'.
script.Parent = nil LocalPlayer.CharacterAdded:connect(function(char) Camera.CameraType = Enum.CameraType.Custom Camera.CameraSubject = char:WaitForChild("Humanoid") end) |
|
|
| Report Abuse |
|
|
|
| 25 Jul 2013 06:45 PM |
@SCARFACIAL
Why the "script.Parent = nil" part? |
|
|
| Report Abuse |
|
|
aboy5643
|
  |
| Joined: 08 Oct 2010 |
| Total Posts: 5458 |
|
|
| 25 Jul 2013 06:47 PM |
@ColorfulBody
To stop the h4xors. |
|
|
| Report Abuse |
|
|
eletrowiz
|
  |
| Joined: 08 Dec 2008 |
| Total Posts: 12438 |
|
|
| 25 Jul 2013 06:47 PM |
So exploiters don't abuse it? Or if someone steals it... .-.
-={3137]=- |
|
|
| Report Abuse |
|
|
stravant
|
  |
 |
| Joined: 22 Oct 2007 |
| Total Posts: 2893 |
|
|
| 25 Jul 2013 06:47 PM |
"Why the "script.Parent = nil" part?"
Because some people just want their code to stop working when we stop supporting that. |
|
|
| Report Abuse |
|
|
eletrowiz
|
  |
| Joined: 08 Dec 2008 |
| Total Posts: 12438 |
|
|
| 25 Jul 2013 06:50 PM |
@stravant
Nooo. Don't crash CoR5. :(
-={3137]=- |
|
|
| Report Abuse |
|
|
blocco
|
  |
| Joined: 14 Aug 2008 |
| Total Posts: 29474 |
|
|
| 25 Jul 2013 06:55 PM |
| The least you could do is set the Parent to nil after connecting to the event |
|
|
| Report Abuse |
|
|
|
| 25 Jul 2013 07:08 PM |
> Because some people just want their code to stop working when we stop supporting that.
Yes, please stop supporting it. Think of all those games with vehicles with scripts in them that keep running when the vehicles are regenerated. In these games, scripts accumulate, slowing down the game. This is a common example, but I'm sure there are many more which are more rare. |
|
|
| Report Abuse |
|
|
blocco
|
  |
| Joined: 14 Aug 2008 |
| Total Posts: 29474 |
|
| |
|
|
| 25 Jul 2013 07:33 PM |
script.Parent = nil isn't really necessary for me anymore since serverside code isn't replicated to the client.
I was originally using it to prevent exploiters from reading code. |
|
|
| Report Abuse |
|
|
|
| 25 Jul 2013 07:33 PM |
| @Colorful: Because otherwise it won't continue running once the character respawns? Defeats the purpose of having it. |
|
|
| Report Abuse |
|
|
|
| 25 Jul 2013 07:34 PM |
@blocco
Nothing was sarcastic in that, I was serious. It's ridiculous for scripts to continue running even when they're out of the game hierarchy; that semantically means they are not in the game. Why should scripts that are not in the game continue running? |
|
|
| Report Abuse |
|
|
|
| 25 Jul 2013 07:36 PM |
@SCARFACIAL
Oh... huh... erm...
Right, we need a place where we can put local scripts where they run and don't get deleted whenever the character dies. |
|
|
| Report Abuse |
|
|
|
| 25 Jul 2013 07:37 PM |
| I concur, I'd gladly use that instead if it was an option. |
|
|
| Report Abuse |
|
|
Shokwav
|
  |
| Joined: 16 Aug 2008 |
| Total Posts: 9263 |
|
| |
|
|
| 25 Jul 2013 08:22 PM |
@Shokwav
This is a bug. Bugs cannot be deprecated, only features can. Bugs can only be fixed. |
|
|
| Report Abuse |
|
|