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| 11 Jan 2016 03:25 AM |
With two normal scripts? I tried running a small thing, and it seemed like it worked (somewhat), although the arguments were super wonky and it led to some hilarious things.
So what actually happens when you try to use RemoteEvents with two sever scripts? Or is just 100% unpredictable because it's not designed for that?
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cntkillme
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| Joined: 07 Apr 2008 |
| Total Posts: 44956 |
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| 11 Jan 2016 03:26 AM |
| You mean "InvokeServer" from a normal script or use "OnServerInvoke" from 2 normal scripts? |
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| 11 Jan 2016 03:26 AM |
| They run at the same time. |
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| 11 Jan 2016 03:27 AM |
I was attempting to call :FireServer in a normal script.
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cntkillme
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| Joined: 07 Apr 2008 |
| Total Posts: 44956 |
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| 11 Jan 2016 03:27 AM |
| It wouldn't work, it should give you an error. |
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| 11 Jan 2016 03:27 AM |
| I would assume at least.. Never tested it, but I assume they would both run at the same time, or it would only pick one script to run. |
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| 11 Jan 2016 03:29 AM |
It..actually didnt give me an error.
It ran, but basically arguments would be returned in the wrong order, and some really weird interactions began to happen.
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| 11 Jan 2016 03:29 AM |
JW, why would you need more than one server script?
The reason server scripts need to call the player as the first argument is because it needs to know which function to fire. Roblox did not design a way to tell which server function to fire... |
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| 11 Jan 2016 03:31 AM |
To be honest, I don't need it for any real reason, I was sort of just throwing things together at 3:00 AM and finding out what would happen. I was surprised that it didn't error on me, so I tried to discover what it would even do, turns out, I have no idea, it seemed arbitrary (it shouldnt have even worked in the first place, apparently?)
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| 11 Jan 2016 03:34 AM |
| Try again, but this time designate a parameter for a specific function and see if that function will work. lol You have me wondering now, though it serves no purpose. |
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| 11 Jan 2016 03:38 AM |
Well, to be explain what I did, I set up a touched event with a brick and had it return arguments concerning the player into another script through :FireSever and had those objects printed in the other script.
Basically what would happen would be
a) The thing would work fine b) The order of the arguments would be off completely and wouldn't make any sense whatsoever and continued tinkering only led to more scratching of heads.
Tbh im not sure if my sleep deprived brain can take much more of it
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Egzekiel
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| Joined: 10 Jan 2011 |
| Total Posts: 1079 |
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| 11 Jan 2016 04:12 AM |
In case you do that just use a bindable event. I'm saying that but i never used it.
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