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| 07 May 2017 08:01 AM |
Hi guys, I've tried to make a dialog choice script that gives you a tool when you select a particular dialog choice, but the issue is that it won't work with FE on and remote events do not work because the event does not replicate with FE on.
Could anyone test to see if this kind of script (with conditions of FE) is even possible? |
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| 07 May 2017 08:15 AM |
| is this a troll? just create the remote on the server..lol |
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| 08 May 2017 11:47 AM |
| No you obviously haven't tried this then. I have attempted to do this quite a bit, but it won't work. |
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| 08 May 2017 12:09 PM |
| local script > remote > server |
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| 08 May 2017 12:25 PM |
| Dude, I tried. How about you try and prove you have a working solution, because remote events don't work for dialog. |
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| 08 May 2017 12:27 PM |
| i don't use roblox's dialog in my games, but ill make something and see if it works in a bit |
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Eventive
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| Joined: 28 Jul 2011 |
| Total Posts: 9827 |
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| 08 May 2017 12:28 PM |
Or just detect the dialog chosen from the server?
ATR'er since 2013. |
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| 08 May 2017 12:31 PM |
| @Eventive ive never really used it before so im not sure if that would work but it's worth a try, there are some cases in which using a script rather than a local script and a remote are better i.e: using a script to change the value of the stage rather than using a remote which can be exploited |
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Eventive
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| Joined: 28 Jul 2011 |
| Total Posts: 9827 |
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| 08 May 2017 12:33 PM |
I think it works. OP needs to post his scripts, he's probably doing something wrong.
ATR'er since 2013. |
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llaserx
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| Joined: 10 Dec 2011 |
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| 08 May 2017 01:17 PM |
u know the place were u put the tool giving code for the dialog
u can use :FireServer right |
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| 08 May 2017 01:30 PM |
| #code script.Parent.Dialog.DialogChoiceSelected:connect(function(ply, choice) if choice == ####################### then game.Workspace.RemoteServer.GiveGlove:FireServer(ply) end end) That's inside a script or local script, same result occurs. #code script.GiveGlove.OnServerEvent:connect(function(player) game.ReplicatedStorage.Glove:Clone().Parent = player.Backpack end) That's for remote server. |
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| 08 May 2017 01:31 PM |
| The problem is that it won't replicate and fire to server. |
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llaserx
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| 08 May 2017 01:38 PM |
| put a remote in replicated storage fire to that |
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llaserx
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| 08 May 2017 01:50 PM |
wiki. roblox.com/ index.php ?title=Remote_Events_and_Functions |
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| 08 May 2017 01:53 PM |
| Why does everyone do this? They make all these claims that things work, you present your code, and they still send you back to wiki which is utter garbage. Please actually try guys. Why have me go through all this if you haven't even proved if what I'm after is possible. |
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llaserx
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| Joined: 10 Dec 2011 |
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| 08 May 2017 02:11 PM |
dialog selected uses a regular script
why are you even worrying about replication
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| 08 May 2017 02:52 PM |
| I did use a regular script. Nobody has figured out how to get this working. They understand how to make it work, as I do, but nobody actually made a working model, so how do I know it's even possible? |
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llaserx
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| 08 May 2017 03:01 PM |
https://www.roblox.com/games/245994366/Sandboxxxxxxxxxxxxxxxx
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| 08 May 2017 03:27 PM |
| I like how it didn't work :) |
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| 09 May 2017 09:51 AM |
| Someone please? I need this but there's like no way of doing it. |
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RuizuKun
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| 09 May 2017 10:34 AM |
I have a Solution, typing...
RuizuKun |
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RuizuKun
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| Joined: 20 Jan 2016 |
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| 09 May 2017 10:36 AM |
So Use a LocalScript to Detect the Dialog being use then
when the choice is made fire the server
in the server's script just clone the item into the players backpack or starter pack
depends on what you want the tool do when the player dies
RuizuKun |
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| 09 May 2017 10:40 AM |
| Remotes work. It's either a logically hiccup in your code which can be found using print()s to identify what's not doing what. Or you're trying to push an information type through the Remote Event/Function that is not possible. Or you're not building the framework of server-client communication properly as ##### explains. |
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