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| 31 Jan 2014 09:42 PM |
| I'm thinking of doing something turn-based. The problem is HOW I'm going to design the turn, and who's turn it is. My current plan is to use a RemoteFunction to signal LocalScripts to do something, and that something is a turn, and a turn is whatever I make the player do. Is there a good way to signal the RemoteFunction WHICH player is going against who (or send to who)? |
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| 31 Jan 2014 10:53 PM |
| Nobody is responding do to the difficulty. Most people dont know how to use remote functions and events. |
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| 31 Jan 2014 10:54 PM |
@secret
They aren't very hard to understand actually. |
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| 31 Jan 2014 11:11 PM |
Can you explain it to me in a PM then please? The wiki doesnt explain it very well. http://wiki.roblox.com/index.php?title=Remotefunction
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debug33
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| Joined: 17 Jan 2014 |
| Total Posts: 40 |
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| 31 Jan 2014 11:16 PM |
@secret
It's me Yankee. I have a whole new easy project that we won't abandon :D
message me if you would like to work tonight. |
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| 31 Jan 2014 11:36 PM |
| Let me get this straight debug33/YankeeJr. You send me a PM, like I couldnt see the message already, you make a forum thread on scripting helpers used specifically just to say this as well, and you do it on a specific thread too. The PM was enough. |
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| 01 Feb 2014 09:41 AM |
You have to understand how callbacks work btw (sort of like events).
A RemoteFunction is a thing that allows server and client scripts to communicate with each other.
Put a RemoteFunction in Workspace, then put this in a Script:
remotefunction = Workspace.RemoteFunction
function remotefunction.OnServerInvoke(client,...) -- Client comes with whatever LocalScripts send, client is the player local args = {...} print(client.Name.." sent "..args:concat(", ")) end
Now, put this in a LocalScript:
remotefunction = Workspace.RemoteFunction
remotefunction:InvokeServer("HAX","LOL") -- Because the server is listening |
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| 01 Feb 2014 11:22 AM |
| Secretidagent is purposely ignoring me. |
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Azureous
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| Joined: 29 Jan 2012 |
| Total Posts: 25287 |
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| 01 Feb 2014 11:27 AM |
| I honestly don't know RemoteFunctions well, but I do know they're similar to BindableEvents. :L |
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| 01 Feb 2014 11:27 AM |
if this were 2 players then you could use ints
if it isn't use strings |
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| 01 Feb 2014 11:29 AM |
| what I'm saying is, use modulus operator for 2 plyr |
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| 01 Feb 2014 11:47 AM |
| I don't see how that would help. |
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| 01 Feb 2014 03:01 PM |
| Just give it up already. Bumping gets you bu-bu-banned. |
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lordsheen
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| Joined: 24 Oct 2008 |
| Total Posts: 608 |
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| 01 Feb 2014 03:13 PM |
LOL THIS THREAD!
...You seriously can't make a turned based game by yourself? O_O |
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| 01 Feb 2014 03:44 PM |
@Thrashing
No, it doesn't.
@lordsheen
I have an idea, I'm just asking for a good method. |
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maxomega3
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| Joined: 11 Jun 2010 |
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| 01 Feb 2014 04:00 PM |
| Yeah, this sounds like a cool game. I'll try it once you're finished. Try asking the guy who made "Pears to Pairs". |
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| 01 Feb 2014 04:07 PM |
@Max
Well, not really a game. More like a template for future stuff. |
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