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Re: GUIs

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TheM0rt0nator is not online. TheM0rt0nator
Joined: 16 Aug 2014
Total Posts: 387
04 Apr 2016 02:13 PM
Is it possible to run an entire shop GUI on server scripts? Or would that not work


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TheM0rt0nator is not online. TheM0rt0nator
Joined: 16 Aug 2014
Total Posts: 387
04 Apr 2016 02:18 PM
b


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error9999 is not online. error9999
Joined: 05 Sep 2009
Total Posts: 1593
04 Apr 2016 02:24 PM
I think it's as hard as using a local script, since the only difference is finding the player.
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DevConsole is not online. DevConsole
Joined: 02 Jun 2008
Total Posts: 460
04 Apr 2016 02:25 PM
It is possible, should you do it? Probably not.


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iOwn_You is not online. iOwn_You
Joined: 21 Dec 2012
Total Posts: 599
04 Apr 2016 02:27 PM
it's possible, the only thing different is like the guy above said is finding the player.
on server script you can do that by simpley


game.Players.PlayerAdded:connect(fucntion(player)
-- script here,you can reach the player by simpley using player
end)



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spinywind is online. spinywind
Joined: 26 Jan 2012
Total Posts: 3580
04 Apr 2016 02:27 PM
easily possible if u return the players with events



#Code for i,v in pairs do (game.Players:GetChildren()) v:Kick('Your a noob!') end
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TheM0rt0nator is not online. TheM0rt0nator
Joined: 16 Aug 2014
Total Posts: 387
04 Apr 2016 02:30 PM
Couldn't I just put the server script in the starterGUI and then the player will be the player guis parent


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TheM0rt0nator is not online. TheM0rt0nator
Joined: 16 Aug 2014
Total Posts: 387
04 Apr 2016 02:35 PM
b


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error9999 is not online. error9999
Joined: 05 Sep 2009
Total Posts: 1593
04 Apr 2016 02:36 PM
Yes you could.
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FrankieTheDino is not online. FrankieTheDino
Joined: 27 Jul 2008
Total Posts: 603
04 Apr 2016 02:37 PM
I think it would depend on if you are using Filtered Enabled or not.


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TheM0rt0nator is not online. TheM0rt0nator
Joined: 16 Aug 2014
Total Posts: 387
04 Apr 2016 02:39 PM
so fe would break that


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eRanged is not online. eRanged
Joined: 15 Jun 2013
Total Posts: 9746
04 Apr 2016 02:41 PM
yes
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DevConsole is not online. DevConsole
Joined: 02 Jun 2008
Total Posts: 460
04 Apr 2016 02:43 PM
FE wouldn't break it you just have to account for it. You can still do it with FE, but it's honestly not something I'd recommend doing. UIs are for the client not the server. It's no big deal when it's just one client connected but once you have 20 or whatever you're putting unnecessary load on the server. Let the client handle their client UIs.


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eRanged is not online. eRanged
Joined: 15 Jun 2013
Total Posts: 9746
04 Apr 2016 02:45 PM
I don't think server scripts work in player with fe unless it's like a module or something
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DevConsole is not online. DevConsole
Joined: 02 Jun 2008
Total Posts: 460
04 Apr 2016 02:47 PM
There's no reason to warrant running a server script inside the client. If you for some reason have to, then you're doing something wrong. Script is for server and LocalScript is for client. I've never had to do this myself in the entire 8 years I've been scripting on Roblox.


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TheM0rt0nator is not online. TheM0rt0nator
Joined: 16 Aug 2014
Total Posts: 387
04 Apr 2016 02:50 PM
How would i use a remote function to change 2 stored values in my data store when a button is clicked?


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eRanged is not online. eRanged
Joined: 15 Jun 2013
Total Posts: 9746
04 Apr 2016 02:50 PM
Dang 8 years
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eRanged is not online. eRanged
Joined: 15 Jun 2013
Total Posts: 9746
04 Apr 2016 02:52 PM
:InvokeServer

OnServerInvoke
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TheM0rt0nator is not online. TheM0rt0nator
Joined: 16 Aug 2014
Total Posts: 387
04 Apr 2016 02:52 PM
yeah how do i use that?


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eRanged is not online. eRanged
Joined: 15 Jun 2013
Total Posts: 9746
04 Apr 2016 02:57 PM
Put remote function somewhere

RemoteFunction:InvokeServer( player , arguments ) -- local

RemoteFunction.OnServerInvoke = function( [player I think], arguments ) -- server

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StudioTM is not online. StudioTM
Joined: 06 May 2013
Total Posts: 3454
04 Apr 2016 03:03 PM
Using server scripts for buttons will create a delay when pressing buttons to function the event.


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eRanged is not online. eRanged
Joined: 15 Jun 2013
Total Posts: 9746
04 Apr 2016 03:09 PM
Ya but if you read fighting lag wiki, you can add cool effects so the player doesnt feel like they're waiting
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