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Re: can someone script this for me (0 intelligence in scripting)

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Ejected is not online. Ejected
Joined: 08 Feb 2009
Total Posts: 4794
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 is not online. Ejected
Joined: 08 Feb 2009
Total Posts: 4794
26 Feb 2015 01:26 PM
bump
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Acmic is not online. Acmic
Joined: 04 Oct 2008
Total Posts: 47963
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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verbalAKspray is not online. verbalAKspray
Joined: 09 Jul 2014
Total Posts: 23685
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 is not online. Acmic
Joined: 04 Oct 2008
Total Posts: 47963
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 is not online. Ejected
Joined: 08 Feb 2009
Total Posts: 4794
26 Feb 2015 01:34 PM
so how do u think i should approach this?
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KinkyKristinex is not online. KinkyKristinex
Joined: 14 Feb 2016
Total Posts: 13
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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DestinedBlade is not online. DestinedBlade
Joined: 12 Nov 2010
Total Posts: 20978
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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verbalAKspray is not online. verbalAKspray
Joined: 09 Jul 2014
Total Posts: 23685
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 is not online. noah
Joined: 11 Sep 2006
Total Posts: 18977
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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verbalAKspray is not online. verbalAKspray
Joined: 09 Jul 2014
Total Posts: 23685
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 is not online. noah
Joined: 11 Sep 2006
Total Posts: 18977
26 Feb 2015 01:50 PM
verbal wut r u doing
my code wurks
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Cawlonee is not online. Cawlonee
Joined: 03 Mar 2014
Total Posts: 2687
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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verbalAKspray is not online. verbalAKspray
Joined: 09 Jul 2014
Total Posts: 23685
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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verbalAKspray is not online. verbalAKspray
Joined: 09 Jul 2014
Total Posts: 23685
26 Feb 2015 01:53 PM
doesnt matter if u debounce it will still run more than it should
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Cawlonee is not online. Cawlonee
Joined: 03 Mar 2014
Total Posts: 2687
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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verbalAKspray is not online. verbalAKspray
Joined: 09 Jul 2014
Total Posts: 23685
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 is not online. nuke98
Joined: 16 Jul 2008
Total Posts: 25506
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 is not online. Cawlonee
Joined: 03 Mar 2014
Total Posts: 2687
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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verbalAKspray is not online. verbalAKspray
Joined: 09 Jul 2014
Total Posts: 23685
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 is not online. Cawlonee
Joined: 03 Mar 2014
Total Posts: 2687
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 is not online. Cawlonee
Joined: 03 Mar 2014
Total Posts: 2687
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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verbalAKspray is not online. verbalAKspray
Joined: 09 Jul 2014
Total Posts: 23685
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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verbalAKspray is not online. verbalAKspray
Joined: 09 Jul 2014
Total Posts: 23685
26 Feb 2015 02:07 PM
thats without a debounce*
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Codys4x4 is not online. Codys4x4
Joined: 14 Oct 2006
Total Posts: 2312
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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