RustGames
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| Joined: 02 Jun 2014 |
| Total Posts: 69 |
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| 27 Aug 2015 12:27 AM |
| If I use CreatePlace to let players have their own personal server, what happens if I update the game? Do they get automatically updated or do I have to make a new place? |
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| 27 Aug 2015 12:28 AM |
create a new place< unless you create some system where you have an updater in game via inserting models and st0ffs |
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gooey333
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| Joined: 24 Mar 2013 |
| Total Posts: 1208 |
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| 27 Aug 2015 12:37 AM |
| You would have to create a new place or you could use a different method if you think of one. I know one that I want you to think of that would work 10x better than making a place in everyones inventory |
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| 27 Aug 2015 12:48 AM |
@goo
places don't go in players inventories lmao |
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| 27 Aug 2015 12:50 AM |
@goo
well they can but they don't need too |
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gooey333
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| Joined: 24 Mar 2013 |
| Total Posts: 1208 |
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| 27 Aug 2015 12:50 AM |
| Yes they do! Read Read Read!!! Read the wiki and stop cussing at everyone! |
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gooey333
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| Joined: 24 Mar 2013 |
| Total Posts: 1208 |
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| 27 Aug 2015 12:51 AM |
| I'd rather there be a place in all the players inventory than 25000 in mine! |
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| 27 Aug 2015 12:52 AM |
@goo
http://wiki.roblox.com/index.php?title=Dynamic_place_creation_and_saving
"CreatePlaceAsync(name, templatePlaceId, description)
Creates a new place as a copy of the place with place Id of templatePlaceId and applies the provided name and description to the new place. Returns place Id of new place (which can be used with Teleport Service). This place is stored in the inventory of the developer." |
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| 27 Aug 2015 12:53 AM |
"This place is stored in the inventory of the developer."
IF IT'S IN THEIR INVENTORY THEY CAN COPY IT AND TAKE IT FOR THEMSELVESSSS |
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gooey333
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| Joined: 24 Mar 2013 |
| Total Posts: 1208 |
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| 27 Aug 2015 12:54 AM |
http://wiki.roblox.com/index.php?title=Dynamic_place_creation_and_saving#CreatePlaceInPlayerInventoryAsync.28owningPlayer.2C_name.2C_templatePlaceId.2C_description.29
Creates a new place as a copy of the place with place Id of templatePlaceId and applies the provided name and description to the new place. Returns place ID of new place, which can be used with teleport service. This place is stored in the inventory of the Player designated by owningPlayer, assuming that the specified player gives permission for a place to be put in their inventory when prompted. |
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| 27 Aug 2015 12:54 AM |
"CreatePlaceInPlayerInventoryAsync(owningPlayer, name, templatePlaceId, description)
Note: Places created using this method can be edited by the user whose inventory it's added to, allowing them to copy the place regardless of the copylocked setting on the template place used.That player can open the place in studio, but not actually save it online. (You can't publish it to the same place)" |
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gooey333
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| Joined: 24 Mar 2013 |
| Total Posts: 1208 |
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| 27 Aug 2015 12:54 AM |
| Way better for this kinda thing |
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| 27 Aug 2015 12:54 AM |
| woot now ur games stolen by thousands of noobs rip |
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gooey333
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| Joined: 24 Mar 2013 |
| Total Posts: 1208 |
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| 27 Aug 2015 12:55 AM |
| Thats why I mentioned I had a 10x better way! I just didn't say it because I want you to figure it out! |
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gooey333
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| Joined: 24 Mar 2013 |
| Total Posts: 1208 |
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| 27 Aug 2015 12:56 AM |
| If you don't know it then think harder! There is a way and its not simply either of those |
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gooey333
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| Joined: 24 Mar 2013 |
| Total Posts: 1208 |
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| 27 Aug 2015 12:57 AM |
I used it here and everybody is happy!
http://www.roblox.com/games/227286466/Coming-Soon-Read-Desc |
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| 27 Aug 2015 12:57 AM |
@gooey
it involveds createasync right? |
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gooey333
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| Joined: 24 Mar 2013 |
| Total Posts: 1208 |
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| 27 Aug 2015 12:58 AM |
| Yes, it involves CreatePlaceAPI |
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| 27 Aug 2015 12:59 AM |
| make a packet system using insertservice and models |
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| 27 Aug 2015 12:59 AM |
whatever you are thinking it can't be better than just creating a new place
no one even looks at places in a players inventory lmao |
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gooey333
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| Joined: 24 Mar 2013 |
| Total Posts: 1208 |
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| 27 Aug 2015 01:01 AM |
| Dude it is 10x better did you visit my game? |
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| 27 Aug 2015 01:04 AM |
if you say :SaveAsync() you're wrong
what is it |
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gooey333
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| Joined: 24 Mar 2013 |
| Total Posts: 1208 |
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| 27 Aug 2015 01:05 AM |
first one
yea?
but how can i test if you don't update the game? lmao? |
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gooey333
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| Joined: 24 Mar 2013 |
| Total Posts: 1208 |
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| 27 Aug 2015 01:06 AM |
| How exactly would SaveAsync be wrong anyway? |
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