|
| 25 Jun 2017 07:41 PM |
so im making something where the script takes a certain amount of money from someone based on the value of an IntValue inside the playergui. with fe on, can players change that value so they have less money taken away from them?
|
|
|
| Report Abuse |
|
|
|
| 25 Jun 2017 07:43 PM |
| Place the values somewhere other than a clientside object incase. |
|
|
| Report Abuse |
|
|
|
| 25 Jun 2017 07:45 PM |
well the thing is this is part of a shop and i wanna make the script universal for all items, so how should i do this without using values
|
|
|
| Report Abuse |
|
|
Draphant
|
  |
| Joined: 13 May 2012 |
| Total Posts: 700 |
|
|
| 25 Jun 2017 07:47 PM |
| Make the shop part in replicated storage so the GUI can access it and so can the server, the server will get the values they should be |
|
|
| Report Abuse |
|
|
|
| 25 Jun 2017 07:53 PM |
So can I make a folder with a ton of IntValues with the name of the item inside replicated storage and check through there
|
|
|
| Report Abuse |
|
|
|
| 25 Jun 2017 07:53 PM |
In one of my games, I have a PlayerAdded script that creates a new model when a player joins, then adds the needed value(s) to that model:
local valuestore = Instance.new("Model") valuestore.Parent = game.Workspace valuestore (dot) Name = player.Name .. "sValues" --kept getting censored
local value = Instance.new("IntValue") value.Parent = valuestore value.Name = "RequiredMoney" value.Value = 0
Then to access it from a separate script:
print(game.Workspace:FindFirstChild(game.Players.LocalPlayer.Name .. "sValues").RequiredMoney.Value) |
|
|
| Report Abuse |
|
|
|
| 25 Jun 2017 07:56 PM |
why would i have to make an individual list of values for each player
|
|
|
| Report Abuse |
|
|
|
| 25 Jun 2017 09:12 PM |
| If there's an int value in every player's PlayerGui, then wouldn't this be the same thing except global? |
|
|
| Report Abuse |
|
|