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| 01 Feb 2017 03:12 PM |
I've seen this before and i'm pretty sure it's probably used with a Custom GUI but how can I script something that can give me the power to shout/notify a chat message on all servers of a game, but live.
If you need an example, let's say Azure Mines, group HRs can do live shouts.
Major Egg Hunt Guide coming in April: https://www.roblox.com/games/602769040/EARLY-ACCESS-Egg-Hunt-Guide-2017 |
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RobuxLife
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| Joined: 19 Sep 2012 |
| Total Posts: 13336 |
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| 01 Feb 2017 03:13 PM |
I'm guessing HttpService. Not sure actually HOW, though.
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| 01 Feb 2017 03:17 PM |
Dangit, this is the only thing left I needed that Idk how to do for the ATR BLOXY Awards I was working on..
Major Egg Hunt Guide coming in April: https://www.roblox.com/games/602769040/EARLY-ACCESS-Egg-Hunt-Guide-2017 |
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| 01 Feb 2017 04:19 PM |
None of those really helped.
I tried GlobalChat which is part of Datastores, but it doesn't really work and it's quite laggy.
I had lost connection just because of chat lag, how is this even possible...
Major Egg Hunt Guide coming in April: https://www.roblox.com/games/602769040/EARLY-ACCESS-Egg-Hunt-Guide-2017 |
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| 01 Feb 2017 04:20 PM |
| Either HTTP service or Save a value to DataStore and use GetASync to retreive the value every minute or so. |
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| 01 Feb 2017 04:26 PM |
not httpservice, datastores are your best bet
just set some value to a GlobalMessage key then do onupdate to notify the players for GlobalMessage in all servers
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TimeTicks
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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| 01 Feb 2017 04:28 PM |
ds.OnUpdate(key,function(data) print(key,data) end)
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| 01 Feb 2017 04:30 PM |
er.. i'm pretty sure key would always print the same thing onupdate only fires when a specific key is updated
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| 01 Feb 2017 04:34 PM |
| just handwrote this so might be a few errors or something dunno datastore = #################################################### local owner = 40767423; -- das me game.Players.PlayerAdded:connect(function(p) if p.UserId == owner then p.Chatted:connect(function() if msg:sub(1, 5):lower() == "/msg " then datastore:SetAsync("GlobalChat", msg:sub(6)) end end) end end) datastore.OnUpdate("GlobalChat", function(val) local m = Instance.new("Message", workspace) m.Text = val; game.Debris:AddItem(m, 5) end) |
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| 01 Feb 2017 04:34 PM |
oh wow roblox censored it what a surprise i give up
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galio13
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| Joined: 20 Jul 2011 |
| Total Posts: 842 |
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| 01 Feb 2017 04:35 PM |
Don't judge me out of this:
Make a script in the game, that requires a module script like require(Id here) every minute second, or so. And then you know that you will make a module script, with a value. Assign it a string and publish it. It will works perfectlyz finz. There you go, 100% legal. |
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TimeTicks
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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| 01 Feb 2017 04:37 PM |
fumei yes. exactly. it would look something like this
UpdatePlayers = function(player) ds:SetAsync('ServerData',ServerData[ServerId][UserId]) end
game.Players.PlayerAdded:connect(UpdatePlayers) game.Players.PlayerRemoving:connect(UpdatePlayers)
--lobby
ds.OnUpdate('ServerData',function(NewVal) print(NewVal) end)
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| 02 Feb 2017 06:35 AM |
@Fumei
I had a feeling that would've worked, if there was a part before local..if there was, can you try to space it out so it isn't filtered?
Also i've decided to pay 25 robux + game admin to whoever makes a working script for me..
Major Egg Hunt Guide coming in April: https://www.roblox.com/games/602769040/EARLY-ACCESS-Egg-Hunt-Guide-2017 |
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Rerumu
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| Joined: 11 Oct 2014 |
| Total Posts: 950 |
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| 02 Feb 2017 08:26 AM |
@galio
Would not work, MainModules are cached after the initial require. |
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galio13
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| Joined: 20 Jul 2011 |
| Total Posts: 842 |
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| 02 Feb 2017 01:41 PM |
| I have a working live server chat notification. |
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| 02 Feb 2017 02:46 PM |
SSSL@galioa
Can you show me?
I'm willing to pay 25 robux for it?aaa |
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