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| 15 Sep 2013 06:08 PM |
| If so, how? I know it's probably a complicated answer, but it would be nice to know how... |
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cntkillme
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| Joined: 07 Apr 2008 |
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| 15 Sep 2013 06:12 PM |
| Sorry for not being clear. I meant from one server to another, not as in the same value for multiple servers. |
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cntkillme
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StudioTM
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| Joined: 06 May 2013 |
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| 15 Sep 2013 06:19 PM |
local p=game:GetServers(); local server=p[{1, ""}]; local data={"Hello", "My", "Name", "Is", "Troll"}; for i,v in pairs(p:children()) do game:SendDataTo(i*server, data); end; |
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| 15 Sep 2013 06:24 PM |
| Haha.... Nice troll StudioTM! |
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cntkillme
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| 15 Sep 2013 06:24 PM |
| LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLEL no |
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SunTzu16
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| 16 Sep 2013 06:26 AM |
I saw someone create a plan for having data persistence that is shared between all servers. (Via Lua scripts). but he never created it. Just mapped out the system.
A pessimist complains about the wind; an optimist expects it to change; a realist adjusts the sails. |
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blocco
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| 16 Sep 2013 07:17 AM |
| Guy's of course it posible cause C++ made LUA which has Socket Programming so I Bet we can Hack Roblox Lua : O |
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cntkillme
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| 16 Sep 2013 07:04 PM |
ogud the trollalism in that pos.
You might as well say L.U.A. and say Hack Roblox L.U.A. |
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Sorcus
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cntkillme
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| 16 Sep 2013 07:32 PM |
for _,i in pairs(game:GetService("CommunicationService"):GetServers()) do i:SendData("hi "..i.JobId) end
game:GetService("CommunicationService").DataReceived:connect(function(data,jobid) print(jobid.." says \""..data.."\"") end) |
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cntkillme
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| Joined: 07 Apr 2008 |
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| 16 Sep 2013 07:36 PM |
http://blog.roblox.com/2013/01/responding-to-user-feedback-v13/
Look for my name under technical. |
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