penguin38
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| Joined: 08 Nov 2008 |
| Total Posts: 1231 |
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| 24 Sep 2013 05:05 PM |
Let's make this simple. I'm trying to make a new arena game, and the weapons work PERFECTLY fine in Solo/Build. However, in Multiplayer, none of them work, and some are so horribly broken they act as if their script never even ran. I would try to fix this ridiculousness, but I do not know a way to see how the scripts are breaking while in Multiplayer.
Does anybody know if there is a way to see how ANY script is "erroring" in Multiplayer (a multiplayer debug, if you will)? If you do, may you tell me please? |
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penguin38
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| Joined: 08 Nov 2008 |
| Total Posts: 1231 |
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| 24 Sep 2013 05:08 PM |
To specify, I meant the projectile's scripts act as if they didn't ran. The weapons actually shoot perfectly as intended, but the projectile scripts don't run right. If anyone needs the specific place I'm working on for testing or whatnot, it's here: http://www.roblox.com/Secret-place?id=18768085 |
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| 24 Sep 2013 05:09 PM |
| Try using Roblox's Remote Error Monitoring System and get the output |
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penguin38
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| Joined: 08 Nov 2008 |
| Total Posts: 1231 |
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| 24 Sep 2013 05:12 PM |
Sorry, but after a bit of searching, I can't seem to find it. Could you clarify, please? It's been a while since I've built. |
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| 24 Sep 2013 05:18 PM |
| http://www.roblox.com/Remote-Error-Monitoring-System-item?id=65774258 |
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penguin38
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| Joined: 08 Nov 2008 |
| Total Posts: 1231 |
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| 24 Sep 2013 05:26 PM |
Well, it definitely works; I get a nice big window on my screen showing the number of Lua warnings/error and etc. during Multiplayer.
However, even when the weapons fail to work correctly, it does not output any errors... The window remains completely void of any errors, and yet the shot scripts are clearly breaking (as they never remove their respective projectiles). |
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penguin38
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| Joined: 08 Nov 2008 |
| Total Posts: 1231 |
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| 24 Sep 2013 06:36 PM |
Sorry, but... Bump. I need to know why these weapons won't work. |
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| 24 Sep 2013 06:40 PM |
| You noob, show us your code, how do you expect us to help you without code? |
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penguin38
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| Joined: 08 Nov 2008 |
| Total Posts: 1231 |
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| 24 Sep 2013 06:46 PM |
Way to be rude. Consider the fact that I asked for a multiplayer debug first, not fixing a particular code. I'll show Flamethrowers's projectile script anyway, despite it still doesn't make sense how it wouldn't work in Multiplayer it would be more useful to have an active debug. Like I said, it works perfectly fine in Solo. In Multiplayer, the fireball doesn't even delete itself; it flies into oblivion.
fire = script.Parent damage = 10
function onTouched(hit) if hit.Parent==nil then return end local humanoid = hit.Parent:findFirstChild("Humanoid") if humanoid~=nil then if hit.Parent.Name~=script.UserName.Value then humanoid.Health = humanoid.Health - damage fire.Sound:stop() fire:remove() end else if hit.Name ~= "Flamethrow" then if hit.Name ~= "Handle" then fire.Sound:stop() fire:remove() end end end end
fire.Touched:connect(onTouched)
for i = 1,10 do wait(0.1) damage = damage - 1 fire.Fire.Size = fire.Fire.Size + 0.5 fire.Sound.Volume = fire.Sound.Volume - 0.05 end fire.Sound:stop() fire:remove() |
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penguin38
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| Joined: 08 Nov 2008 |
| Total Posts: 1231 |
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| 24 Sep 2013 08:28 PM |
It seems weapons that I have made before that use this same functionality no longer work. I remember making and using HopperBin weapons like this Flamethrower before, and they worked perfectly fine. However, now they are broken in Multiplayer, too, just as Flamethrower is. I can only determine this is another engine fault, as I didn't touch the place that had these weapons and they broke by themselves. Thanks, infamous developers... |
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| 24 Sep 2013 08:31 PM |
| Multiplayer is faulty, none of my scripts work in multiplayer either. ;3 |
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