Gofven
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| Joined: 18 Jun 2015 |
| Total Posts: 767 |
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| 08 Jan 2017 12:03 PM |
A huge game project. I need this script to transmit the Tc1Broad Datastore to the server without sending the data to the players, basically send it directly to the reservedserver instead. It'd reduce the time drastically while making my game way less laggy and more safe.
Is it possible to target the value to the server instead of sending it to the players while they carry the data trough the transfer?
-- Script
while wait(1) do if _G.Tc1StartedGame == true then local TS = game:GetService("TeleportService") local Players = game:GetService("Players") local spawnName = "StartingInPlace"
local code = TS:ReserveServer(game.PlaceId) -- Returns a code local players = game.Teams.Tc1Elevator:GetPlayers() -- Get a list of all players
TS:TeleportToPrivateServer(game.PlaceId,code,players,spawnName, {Tc1Broad = true})
-- Tc1Broad is sending the value to the players, not the server.
_G.Tc1StartedGame = false end end |
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Gofven
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| Joined: 18 Jun 2015 |
| Total Posts: 767 |
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| 08 Jan 2017 12:09 PM |
| bump, i need this urgently. |
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| 08 Jan 2017 12:11 PM |
so you want to send specific data to that specific server?
otherwise dumb down what you're trying to say
and now i'm sad |
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Gofven
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| Joined: 18 Jun 2015 |
| Total Posts: 767 |
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| 08 Jan 2017 12:25 PM |
Normally it would send the data to the players in the current server, then the players getting teleported to the reserved server, which then sends the data inside the player with remoteevent to the reserved server.
basically like a post office. but with the personal as package carriers. |
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Gofven
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| Joined: 18 Jun 2015 |
| Total Posts: 767 |
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| 08 Jan 2017 12:27 PM |
I am trying to send it straight to the reserved server so players wont be able to manipulate this script and send it to the server.
Here's the player receiver script by the way:
game:GetService('TeleportService').LocalPlayerArrivedFromTeleport:connect(function(customLoadingScreen, teleportData) for Key, Value in next, teleportData do print(Key, Value) _G[Key] = Value end end) |
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| 08 Jan 2017 12:28 PM |
so what you're essentially saying is sending teleportData wihout teleporting anyone?
my best guess would be HTTPService and create a web service, but idk
and now i'm sad |
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TimeTicks
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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| 08 Jan 2017 01:12 PM |
for the last time, stop using _G and use module scripts.
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| 08 Jan 2017 01:18 PM |
| I support TimeTicks with his statement. |
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Gofven
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| Joined: 18 Jun 2015 |
| Total Posts: 767 |
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| 08 Jan 2017 01:30 PM |
TeleportData, but i'm trying to send it to the server, not the players.
@TimeTicks, I do use modulescripts, but i can't do it trough a localscript. |
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Gofven
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| Joined: 18 Jun 2015 |
| Total Posts: 767 |
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| 08 Jan 2017 01:41 PM |
you can use module scripts in local scripts you just can't do require(3134633) you have to do something like require(workspace.Module)
attempt to call girlfriend (a nil value) | (͠≖ ͜ʖ͠≖)👌 | nothin' like a good argument ¯\_(ツ)_/¯ |
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Gofven
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| Joined: 18 Jun 2015 |
| Total Posts: 767 |
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| 08 Jan 2017 01:44 PM |
Intresting... But the module script wouldn't do anything at this script I guess... Also it'd be stupid to connect it to the server because I do never trust players.
I just want to send one little packet of information to the server that players are getting transported to. I dont want any players to hold that information tho. |
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Gofven
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| Joined: 18 Jun 2015 |
| Total Posts: 767 |
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Gofven
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| Joined: 18 Jun 2015 |
| Total Posts: 767 |
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Gofven
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| Joined: 18 Jun 2015 |
| Total Posts: 767 |
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Gofven
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| Joined: 18 Jun 2015 |
| Total Posts: 767 |
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Gofven
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| Joined: 18 Jun 2015 |
| Total Posts: 767 |
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| 09 Jan 2017 07:03 AM |
| Pentabump, please answer ;-; |
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Gofven
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| Joined: 18 Jun 2015 |
| Total Posts: 767 |
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| 09 Jan 2017 07:28 AM |
| New threadmaking, less confusing. |
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