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| 04 Jul 2016 07:38 PM |
| True? (off the own* players client) not others. |
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Veulix
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| Joined: 24 Dec 2011 |
| Total Posts: 202 |
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| 04 Jul 2016 07:43 PM |
test it? use :Kick() locally, then on the server and see if there's any difference
mom wheres the spaghetti | R$18,851 |
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mudkip99
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| Joined: 17 Jun 2008 |
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| 04 Jul 2016 07:45 PM |
| Needs to be a server script. Kicking locally only removes their character model without disconnecting their client. |
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Cinnace
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| Joined: 21 Jun 2016 |
| Total Posts: 370 |
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| 04 Jul 2016 07:46 PM |
Pretty sure Kohl's Admin was updated from a local script because the client could still read chat and stuff despite being removed from the game; It didn't fully disconnect the client.
- Cinnace |
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| 04 Jul 2016 07:55 PM |
You can't kick a player locally anyway. Not sure why FE will change the outcome.
-=[ RAP: 345,441 || DurstAuric; the narb of ROBLOX ]=- |
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| 04 Jul 2016 08:21 PM |
| if you do it appears as if they are kicked on your client but they can still interact with the server on everyone elses client, and there character can do stuff still. |
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| 04 Jul 2016 10:06 PM |
@Cinnace 1. Kohl's admin doesn't use a localscript to update the main script; you can find the updater within the admin itself. 2. The reason it still worked when updated, and re-add is because it uses the for loop, and re-connects the clients' chats from there.
Now, look up in the upper-right corner of your screen, that red box there: that's the door. |
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TimeTicks
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| Joined: 27 Apr 2011 |
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Cinnace
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| Joined: 21 Jun 2016 |
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| 04 Jul 2016 10:26 PM |
"@Cinnace 1. Kohl's admin doesn't use a localscript to update the main script; you can find the updater within the admin itself. 2. The reason it still worked when updated, and re-add is because it uses the for loop, and re-connects the clients' chats from there."
I was referring to the older iteration.
- Cinnace |
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| 04 Jul 2016 10:59 PM |
| if its kohls it couldve :loadasset'd the new version in and kicked them since thats a server script. |
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| 04 Jul 2016 11:10 PM |
@Cinnace Both his V1 & V2 use the same method to reconnect the Chatted event. :/
And what 'older iteration' are you referring to? The only one I can think of is the for loop iterating through the Players service, and reconnecting the Chatted event to players when the script starts. (Yes, including when the script is re-added, or 'updated' if you prefer; how do you think AC creators check their admin in studio?)
Now, look up in the upper-right corner of your screen, that red box there: that's the door. |
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| 05 Jul 2016 03:14 PM |
| @Time, thank you for a real answer. |
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