Dummiez
|
  |
| Joined: 07 Feb 2009 |
| Total Posts: 326 |
|
|
| 23 Feb 2015 07:37 AM |
Anyone know of a way of figuring out how to blacklist players from a game other than using ChildAdded and PlayerAdded. If you're wondering it means that having the game shutdown before those two events even detect them from joining. Basically you can prevent players from connecting and having the instances load to them.
And yes it is possible. |
|
|
| Report Abuse |
|
|
|
| 23 Feb 2015 07:50 AM |
| If it is possible, I bet you will need to do it yourself. Everyone here on the forums would just use PlayerAdded and Player:Kick(). |
|
|
| Report Abuse |
|
|
LuaLlama
|
  |
| Joined: 25 Jan 2014 |
| Total Posts: 1123 |
|
| |
|
LuaLlama
|
  |
| Joined: 25 Jan 2014 |
| Total Posts: 1123 |
|
|
| 23 Feb 2015 08:18 AM |
| Are you talking about preventing the game to load on the client? |
|
|
| Report Abuse |
|
|
LuaLlama
|
  |
| Joined: 25 Jan 2014 |
| Total Posts: 1123 |
|
|
| 23 Feb 2015 08:20 AM |
| Have you tried putting it in Replicatedfirst? |
|
|
| Report Abuse |
|
|
|
| 23 Feb 2015 08:25 AM |
| doubt replicated first is viable for this and would work |
|
|
| Report Abuse |
|
|
LuaLlama
|
  |
| Joined: 25 Jan 2014 |
| Total Posts: 1123 |
|
|
| 23 Feb 2015 08:27 AM |
| It would copy the script into the player before it loads anything, and could be used for what Dummiez is talking about. |
|
|
| Report Abuse |
|
|
LuaLlama
|
  |
| Joined: 25 Jan 2014 |
| Total Posts: 1123 |
|
| |
|
|
| 23 Feb 2015 08:29 AM |
| If you're loading a script from ReplicatedFirst, wouldn't have to be a local script? Since it's loading before the player is even registered? |
|
|
| Report Abuse |
|
|
|
| 23 Feb 2015 08:30 AM |
| And it wouldn't be able to access datastores without a RemoteEvent sooooooo |
|
|
| Report Abuse |
|
|
LuaLlama
|
  |
| Joined: 25 Jan 2014 |
| Total Posts: 1123 |
|
| |
|
LuaLlama
|
  |
| Joined: 25 Jan 2014 |
| Total Posts: 1123 |
|
| |
|
|
| 23 Feb 2015 09:13 AM |
I can only guess:
game:GetService("NetworkServer").ChildAdded:connect(function(c) --Find some way to kick incomming player end) |
|
|
| Report Abuse |
|
|
LucasLua
|
  |
| Joined: 18 Jun 2008 |
| Total Posts: 7386 |
|
|
| 23 Feb 2015 09:21 AM |
| If a Server-side script can access the ReplicatedFirst service then the Server script can update the LocalScript's database with new bannings for example every 5 minutes. |
|
|
| Report Abuse |
|
|
IoIiderp
|
  |
| Joined: 05 Feb 2012 |
| Total Posts: 8613 |
|
|
| 23 Feb 2015 09:26 AM |
| make it a personal server and then you can ban people ;3 |
|
|
| Report Abuse |
|
|
|
| 23 Feb 2015 10:35 AM |
| May I ask you why you need to do this before the player is "added"? |
|
|
| Report Abuse |
|
|
|
| 23 Feb 2015 10:58 AM |
| Why not just make a lobby for your game, and have universes. The player (who is banned) would join the lobby and would be kicked. If they aren't banned, they will be teleported to the game. |
|
|
| Report Abuse |
|
|
|
| 23 Feb 2015 11:00 AM |
I'm sure you could use ReplicatedFirst and store their names inside an external database that you host. Although that's the one problem :/
Give me 15 Robux I give you print("Give me 15k") |
|
|
| Report Abuse |
|
|