|
| 02 Sep 2014 03:59 PM |
Tell me what you want.
And for starters I'm not going to make a gun, or terimal. |
|
|
| Report Abuse |
|
|
|
| 02 Sep 2014 04:00 PM |
script me something so when i walk into a brick it spawns a 1x1x1 brick
|
|
|
| Report Abuse |
|
|
devDave
|
  |
| Joined: 28 Nov 2013 |
| Total Posts: 7287 |
|
|
| 02 Sep 2014 04:00 PM |
This is pretty simple, but try to make a anti server glitching script
It should be only 3 lines |
|
|
| Report Abuse |
|
|
| |
|
|
| 02 Sep 2014 04:01 PM |
| script that gives me robux |
|
|
| Report Abuse |
|
|
|
| 02 Sep 2014 04:01 PM |
"but try to make a anti server glitching script" I dont know what your talking about.. |
|
|
| Report Abuse |
|
|
| |
|
|
| 02 Sep 2014 04:02 PM |
| didnt read the body my bad. uh can u script me a gui that shakes sorta when u walk. like when u walk it boucnes a little? |
|
|
| Report Abuse |
|
|
|
| 02 Sep 2014 04:03 PM |
script me something so when i walk into a brick it spawns a 1x1x1 brick"
local debounce script.Parent.Touched:connect(function(hitpart) if not debounce then debounce=true local part=Instance.new("Part") part.FormFactor='Symmetric' part.Size=Vector3.new(1,1,1) part.Position=hitpart.Position end end) |
|
|
| Report Abuse |
|
|
devDave
|
  |
| Joined: 28 Nov 2013 |
| Total Posts: 7287 |
|
|
| 02 Sep 2014 04:04 PM |
Ok server glitching is when you have someone queuing for a full server, then someone in the server goes to the places page and clicks join on their server. This allows both people to get into the server.
To stop this make a script detect when a player joins and kick that player if the server max players is already reached |
|
|
| Report Abuse |
|
|
|
| 02 Sep 2014 04:07 PM |
local torso=game.Players.LocalPlayer local debounce torso.Changed:connect(function(prop) if prop='Position' then if not debounce then debounce=true local oldpos=gui.Position gui.Position=oldpos+UDim2.new(0,0,0,3)--Not sure if this is how you add gui positions wait(.1) gui.Position=oldpos debounce=false end end end)
|
|
|
| Report Abuse |
|
|
|
| 02 Sep 2014 04:08 PM |
Forgot to use the debounce
local debounce script.Parent.Touched:connect(function(hitpart) if not debounce then debounce=true local part=Instance.new("Part") part.FormFactor='Symmetric' part.Size=Vector3.new(1,1,1) part.Position=hitpart.Position wait(.5) debounce=false end end) |
|
|
| Report Abuse |
|
|
|
| 02 Sep 2014 04:11 PM |
repe}at wai}t() u}ntil game.Players.Local}Player and wai}t() if g}ame.Pl}ayers.MaxPlayers>#game.Play}ers:GetP}layers() then g}ame.Players.LocalPl}ay}er:Kick() end
--Roblox didnt let me post it so do control f and delete all of the } |
|
|
| Report Abuse |
|
|
|
| 02 Sep 2014 04:13 PM |
that 18+ script i see
That tongue goes somewhere you know? |
|
|
| Report Abuse |
|
|
devDave
|
  |
| Joined: 28 Nov 2013 |
| Total Posts: 7287 |
|
|
| 02 Sep 2014 04:16 PM |
That's god awful
game.Players.PlayerAdded might be 100 timed better... |
|
|
| Report Abuse |
|
|
|
| 02 Sep 2014 04:20 PM |
| How? the script would be a local script, and it would reapeat until theres a player, than it checks if there's to many people. Than the script doesnt do anything. |
|
|
| Report Abuse |
|
|
|
| 02 Sep 2014 04:22 PM |
In english it would be.
wait until theres a player okay theres a player now check if theres no many players there are to many players kick the player okay ur done for the day |
|
|
| Report Abuse |
|
|
K1E
|
  |
| Joined: 02 Nov 2013 |
| Total Posts: 8552 |
|
|
| 02 Sep 2014 04:24 PM |
| i wish scripting was like that |
|
|
| Report Abuse |
|
|
Hockey868
|
  |
| Joined: 08 May 2011 |
| Total Posts: 12805 |
|
|
| 02 Sep 2014 04:24 PM |
| Well, if you'll stay in touch, I'm building an A-10 Warthog that could use scripting. |
|
|
| Report Abuse |
|
|
Enflare
|
  |
| Joined: 24 Jul 2012 |
| Total Posts: 18522 |
|
|
| 02 Sep 2014 04:31 PM |
game.Players.PlayerAdded:connect(function(plr) if #game.Players:GetPlayers() > game.Players.forgotproperty then plr:Kick() end end)
-- haven't checked it or anything. I'm on my phone too. |
|
|
| Report Abuse |
|
|
Hockey868
|
  |
| Joined: 08 May 2011 |
| Total Posts: 12805 |
|
|
| 02 Sep 2014 04:35 PM |
| Enflare, you think you can do the guns now? |
|
|
| Report Abuse |
|
|
|
| 02 Sep 2014 04:47 PM |
repe}at wai}t() u}ntil game.Players.Local}Player and wai}t() if g}ame.Pl}ayers.MaxPlayers>#game.Play}ers:GetP}layers() then g}ame.Players.LocalPl}ay}er:Kick() else script:Destroy() end
There now mine is better |
|
|
| Report Abuse |
|
|
devDave
|
  |
| Joined: 28 Nov 2013 |
| Total Posts: 7287 |
|
|
| 02 Sep 2014 04:47 PM |
game.Players.PlayerAdded:connect(function(player) if game.Players.NumPlayers > game.Players.MaxPlayers then player:Kick() end end)
Does the five-second rule apply to soup? Please hurry! |
|
|
| Report Abuse |
|
|
|
| 02 Sep 2014 04:48 PM |
| I did mine local script based, It doesn't really matter what you use. But the server side script is more secure. |
|
|
| Report Abuse |
|
|
devDave
|
  |
| Joined: 28 Nov 2013 |
| Total Posts: 7287 |
|
|
| 02 Sep 2014 04:49 PM |
Lord, you dont get it. There is no need for it to be on the client. If you can always let the server do the work.
Mine and enflare's need to be in a script located in serverscriptstorage.
Does the five-second rule apply to soup? Please hurry! |
|
|
| Report Abuse |
|
|