Xopic
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| Joined: 02 Jan 2013 |
| Total Posts: 3183 |
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| 05 Aug 2016 04:05 PM |
There's multiple ways I thought you could do but none of these work:
1 -
local players = game.Players:GetPlayers() players.PlayerGui
2 -
local players = game.Players:GetPlayers() players:WaitForChild("PlayerGui")
3 -
local players = game.Players.GetPlayers() players:FindFirstChild("PlayerGui")
None of these methods will work for me but I am grateful for any help I get Thanks, Xopic
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| 05 Aug 2016 04:07 PM |
Modify em with local script
using
1.) BoolValues 2.) Remote functions/events 3.) Wizardry
take your pick |
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TimeTicks
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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| 05 Aug 2016 04:07 PM |
You shouldn't access playerguis from the server. Use remote events
--server
re:FireAllClients('Hi')
--local
re.OnClientEvent:connect(function(msg) gui.Visible = true gui.Text = msg end)
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Xopic
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| Joined: 02 Jan 2013 |
| Total Posts: 3183 |
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| 05 Aug 2016 04:08 PM |
Thanks, I'll do BoolValues since it seems the easiest.
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TimeTicks
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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| 05 Aug 2016 04:09 PM |
Yea its pretty basic
put a boolvalue in the workspace or something for example then
GuiEnabled.Value = not GuiEnabled.Value --use this to toggle it
and then
script.Parent.Visible = workspace.GuiEnabled.Value workspace.GuiEnabled.Changed:connect(function(v) script.Parent.Visible = v end) |
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Xopic
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| Joined: 02 Jan 2013 |
| Total Posts: 3183 |
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| 05 Aug 2016 04:09 PM |
@Tick That's a nice way, I'm still learning Remote Event but I'll definitely look at that.
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Real_Edgy
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| Joined: 23 Oct 2013 |
| Total Posts: 1212 |
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TimeTicks
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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| 05 Aug 2016 04:10 PM |
please... for me?
https://forum.roblox.com/Forum/ShowPost.aspx?PostID=193565057
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| 05 Aug 2016 04:11 PM |
"*facepalm*
smh
smh
smh "
why are you trying to be edgelord
blarg is suggesting a relatively easy alternate method instead of remote events
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| 05 Aug 2016 04:11 PM |
| Yes it is pretty basic and it also will allow you to set it the same whenever you join the game than having to fire it again when someone respawns their Gui |
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TimeTicks
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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| 05 Aug 2016 04:15 PM |
' relatively easy alternate method '
But not the right method.
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| 05 Aug 2016 04:17 PM |
"But not the right method."
it works
the method is fine for the level of scripting that op is at
if op was advanced then op could use remote events, which are obviously superior
i'm saying that yes, your method is better, but for the sake of simplicity for op, blarg's script is more helpful
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| 05 Aug 2016 04:19 PM |
| There are multiple ways to do something and just because someone is scripting does not give you the right to be like "Hey guess what you need to do it this way because every other way is wrong." I am just teaching the basics and this functions completely well. It does almost the same thing as the other does and with FE enabled, is even less likely to be exploited. |
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TimeTicks
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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| 05 Aug 2016 04:21 PM |
So you are saying you would rather teach a guy the lazy and wrong way instead of trying to show him the best way and promote good programming practice? I remember when I used to be like that.
When I didn't know how to script at all.
You remind me of someone...
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| 05 Aug 2016 04:23 PM |
it's not the lazy and wrong way
it's an alternative that works just as well
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TimeTicks
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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| 05 Aug 2016 04:24 PM |
He should learn Remote Events regardless. And he should learn filtering enabled too.
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| 05 Aug 2016 04:25 PM |
when you're just starting out on kiddie scripts and projects the basics are important to get down
filtering enabled to most is the icing on the cake
you learn it after you think you've got enough down to make a high quality game
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| 05 Aug 2016 04:26 PM |
^ My game has never ever been exploited and has over 60 thousand visits and many daily. I have Filtering Enabled off and I scripted it back when most of my stuff ran off Local Scripts.
In scripting, there is a right and wrong, but there also are many different ways to do something.
Just because there are Remote Functions/Events does not mean every body has to use them. People use what they want and how they want to. |
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TimeTicks
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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| 05 Aug 2016 04:26 PM |
its better to teach them while they are young
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| 05 Aug 2016 04:27 PM |
| ^ I have been coding for over 5 years in several languages and I learned how to use remote functions and events since they have been released but I prefer to do things in other ways when I can. |
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| 05 Aug 2016 04:27 PM |
it's often super confusing to new scripters though
that's why i say that an alternative that is not confusing at all is helpful
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TimeTicks
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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| 05 Aug 2016 04:34 PM |
'it's often super confusing to new scripters though'
THEN SHOW THEM THATS IT NOT CONFUSING.
We are not talking about metatables here for christ sakes. Remote Events are one of the most basic things you should have in your game.
And tbh it should be the first thing in the into to scripting wiki
they don't even have to be used for FE
They are simply to make things easier.
okayim done ranting at your ignorance. I will always strive to give beginners the edge when they enter the world of scripting. i wont baby them like you people will. Thats is all
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| 05 Aug 2016 04:35 PM |
^ "I am the genius script lord and I command you to use this or ELSE!"
Ok buddy lets make our code lengthy and take up more space than we need it to buddy.
Efficiency isn't top priority <3 |
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| 05 Aug 2016 04:37 PM |
you're trying to teach people advanced topics to people who won't understand them because they're not at that level yet
there's no sense in that
if i started playing a guitar i wouldn't start shredding all over the guitar
also, if you're talking about "babying"
walk before you crawl
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