Ejected
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| Joined: 08 Feb 2009 |
| Total Posts: 4794 |
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| 26 Feb 2015 01:23 PM |
| if u touch floor of lobby it removes the sniper (its a glitch currently) |
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Ejected
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Acmic
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| Joined: 04 Oct 2008 |
| Total Posts: 47963 |
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| 26 Feb 2015 01:28 PM |
SOMETHING TOUCHED CHEK IF ON PLAYER OR IN BACKPACK DESTROY
~Gen 64,198.62 R$ = 978,194 Tix |
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| 26 Feb 2015 01:33 PM |
i can do that but it would make the game very laggy
cause the .Touched:connect(function() thing for roblox registers everytime the person moves, so everytime someone moves it will check if theres a sniper in their backpack
imagine having a sound play irl everytime you move |
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Acmic
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| Joined: 04 Oct 2008 |
| Total Posts: 47963 |
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| 26 Feb 2015 01:33 PM |
@verbal
then just write it for an invisible wall in the doorframe
thats generally not touched a lot
~Gen 64,198.62 R$ = 978,194 Tix |
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Ejected
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| Joined: 08 Feb 2009 |
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| 26 Feb 2015 01:34 PM |
| so how do u think i should approach this? |
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| 26 Feb 2015 01:35 PM |
type="text/javascript">
var _gaq = _gaq || [];
_gaq.push(['_setAccount', 'UA-11419793-1']); _gaq.push(['_setCampSourceKey', 'rbx_source']); _gaq.push(['_setCampMediumKey', 'rbx_medium']); _gaq.push(['_setCampContentKey', 'rbx_campaign']); _gaq.push(['_setDomainName', 'roblox.com']); _gaq.push(['b._setAccount', 'UA-486632-1']); _gaq.push(['b._setCampSourceKey', 'rbx_source']); _gaq.push(['b._setCampMediumKey', 'rbx_mediu |
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| 26 Feb 2015 01:38 PM |
1. search gear remover in models 2. Stretch the brick to fit the lobby 3. Make uncancollided 4. Set the transparency to 1 |
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| 26 Feb 2015 01:40 PM |
local SniperName = 'Sniper'
game.Players.PlayerAdded:connect(function(Plr) Plr.CharacterAdded:connect(function(Char) wait() local Sniper = Char:findFirstChild(SniperName) or Plr['Backpack']:findFirstChild(SniperName) return Sniper and Sniper:Destroy() end) end) |
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noah
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| Joined: 11 Sep 2006 |
| Total Posts: 18977 |
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| 26 Feb 2015 01:43 PM |
script.Parent.Touched:connect(function(hit) local human = hit.Parent:FindFirstChild("Humanoid") local player = game:GetService("Players"):GetPlayerFromCharacter(hit.Parent) if human and player then for i,v in pairs (player.Backpack:GetChildren()) do if v:IsA("Tool") or v:IsA("HopperBin") then v:Destroy() end end end end)
rektttt |
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| 26 Feb 2015 01:45 PM |
put this script in the lobby floor, and walk around & look at the output
local i = 0
script.Parent.Touched:connect(function(hit) i = i + 1 print(i..' - '..hit.Name) local human = hit.Parent:FindFirstChild("Humanoid") local player = game:GetService("Players"):GetPlayerFromCharacter(hit.Parent) if human and player then for i,v in pairs (player.Backpack:GetChildren()) do if v:IsA("Tool") or v:IsA("HopperBin") then v:Destroy() end end end end)
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noah
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| Joined: 11 Sep 2006 |
| Total Posts: 18977 |
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| 26 Feb 2015 01:50 PM |
verbal wut r u doing my code wurks |
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Cawlonee
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| Joined: 03 Mar 2014 |
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| 26 Feb 2015 01:51 PM |
verbal,
Do you even debounce?
debounce = true
script.Parent.Touched:connect(function(hit) local human = hit.Parent:FindFirstChild("Humanoid") local player = game:GetService("Players"):GetPlayerFromCharacter(hit.Parent) if human and player and debounce then debounce = false for i,v in pairs (player.Backpack:GetChildren()) do if v:IsA("Tool") or v:IsA("HopperBin") then v:Destroy() end end wait(3) debounce = true end end)
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| 26 Feb 2015 01:52 PM |
it does work but in less than 30 seconds of walking it ran ur script up to 133 times
(lol i went afk and it still ran more times, got up to 195)
185 - Right Leg 186 - Left Leg 187 - Right Leg 188 - Left Leg 189 - Right Leg 190 - Left Leg 191 - Right Leg 192 - Left Leg 193 - Right Leg 194 - Left Leg 195 - Right Leg
now i check again its at 230
so in 1 minute, half of it standing still, that script ran 230 times
= a lot of lag |
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| 26 Feb 2015 01:53 PM |
| doesnt matter if u debounce it will still run more than it should |
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Cawlonee
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| Joined: 03 Mar 2014 |
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| 26 Feb 2015 01:55 PM |
Well sure, it's going to get fired often.
You realize how much work the computer does to actually move and render the parts "everytime you move" compared to a single event listener.
It's not going to make that big of a difference, since Renderstepped fires 60 times a second and it's used effectively.
If someone asks for a script and you want to help them, you just make it. Rather than throwing a fit about how a touched event will fire too often. |
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| 26 Feb 2015 01:57 PM |
i'm not throwing a fit i'm just saying he shouldn't use that cause he's gonna have a lot of lag if he does it that way
i already fixed the problem for him, he said when they respawn before the round starts they respawn with the sniper, so i made it check for the sniper whenever the character is added
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nuke98
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| Joined: 16 Jul 2008 |
| Total Posts: 25506 |
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| 26 Feb 2015 02:00 PM |
Easy
Put the script Verb was talking about over the spawn and only the spawn.
Only touch when spawn = no sniper in rest of lobby |
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Cawlonee
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| Joined: 03 Mar 2014 |
| Total Posts: 2687 |
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| 26 Feb 2015 02:01 PM |
A single touched event firing like that isn't going to cause a lot of lag if you use a debounce.
Renderstepped fires 60 times per second and it'll only lag if you do something with it, i.e delete parts.
Debounce will result in almost no lag, and none visible.
By your logic, games like this would crash on join. http://www.roblox.com/Animation-Testing-place?id=152265219 |
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| 26 Feb 2015 02:03 PM |
scripters really go hard for no reason
so you would rather use .Touched than just check for the sniper whenever they respawn
youre right it probably wont cause a lot of lag, but it would be a lot better to run the script once instead of every 3 seconds
with my way it's gone soon as they spawn |
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Cawlonee
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| Joined: 03 Mar 2014 |
| Total Posts: 2687 |
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| 26 Feb 2015 02:04 PM |
I never once said the .Touched event is the most efficient method.
I just become irritated at people who think they know what they're doing and spread false knowledge.
The touched event could fire 200 times a second and wouldn't cause noticeable lag if you use a debounce. |
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Cawlonee
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| Joined: 03 Mar 2014 |
| Total Posts: 2687 |
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| 26 Feb 2015 02:05 PM |
And to prove my point, the game I link:
Tomarty is rendering hundreds of unions and parts seemlessly with each client running their own Renderstepped() event.
Not only is it firing, but he's doing crap with it as well. |
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| 26 Feb 2015 02:06 PM |
i over exaggerated saying itd make the game very laggy
but having 10+ people walking around or even just standing still would get the script up to 500 times in seconds |
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Codys4x4
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| Joined: 14 Oct 2006 |
| Total Posts: 2312 |
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| 26 Feb 2015 02:08 PM |
Using the Touched event on one long part does not at all cause lag...
I made a script sling up parts when walking and I was using an older like 300$ laptop and never had a single issue with lag. |
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