devTools
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| Joined: 06 Sep 2014 |
| Total Posts: 7950 |
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| 24 Jun 2015 01:25 PM |
^^^^ I really need it and I saw it somewhere but idk how.
| devTools || You can't flame a man on fire | |
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boo871
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| Joined: 18 Jan 2014 |
| Total Posts: 142 |
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devTools
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| Joined: 06 Sep 2014 |
| Total Posts: 7950 |
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| 24 Jun 2015 01:29 PM |
That doesn't work from a localscript.
| devTools || You can't flame a man on fire | |
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| 24 Jun 2015 01:30 PM |
http://wiki.roblox.com/index.php?title=API:Class/RemoteFunction http://wiki.roblox.com/index.php?title=API:Class/RemoteFunction/InvokeServer http://wiki.roblox.com/index.php?title=API:Class/RemoteFunction/OnServerInvoke |
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tyzone
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| Joined: 16 Aug 2008 |
| Total Posts: 1726 |
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| 24 Jun 2015 01:30 PM |
Maybe use a remoteevent that makes a normal scrit use the LoadCharacter command?
eww no pink shaggy |
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devTools
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| Joined: 06 Sep 2014 |
| Total Posts: 7950 |
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| 24 Jun 2015 01:31 PM |
I thought of that, but then how would I find that specific player's name to load them?
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tyzone
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| Joined: 16 Aug 2008 |
| Total Posts: 1726 |
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| 24 Jun 2015 01:33 PM |
You can send arguments through remote events and functions. By default, the first argument the server recieves will always be the player, and it will always recieve it no matter what.
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event = game.Workspace.LoadCharacterEvent event:InvokeServer()
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event = game.Workspace.LoadCharacterEvent event.OnServerEvent:connect(function(plr) plr:LoadCharacter() end)
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eww no pink shaggy |
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tyzone
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| Joined: 16 Aug 2008 |
| Total Posts: 1726 |
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| 24 Jun 2015 01:34 PM |
Lil' mistake here ; if you're going to use events instead of functions, then the second line should be "event:FireServer()".
eww no pink shaggy |
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