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| 15 Jul 2017 07:28 PM |
How do I make a private Module?
like local mod = require(#)
if mod[Model1] == true then -- run script end
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Niveum
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| 15 Jul 2017 07:30 PM |
You can store the module in game and hope your place doesnt get stolen
Or
You can store the module on the site, and add code to check if the game.PlaceId == your_place_id_here in the crucial functions. if its not, then run a while true do end and crash the place.
~ S P I C Y ~ |
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| 15 Jul 2017 07:33 PM |
I dont understand private modules
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| 15 Jul 2017 07:37 PM |
private modules can only be called my THE CREATOR of it.
public modules can be called from anyone. If you name your module 'MainModule', then any game can acquire it.
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| 15 Jul 2017 07:37 PM |
bumpp
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Niveum
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| 15 Jul 2017 07:41 PM |
http://wiki.roblox.com/index.php?title=Private_module
I'm not gonna lie, I didn't read the page, but I did search for "creator" or "owner" and came up with 0 results, which leads me to believe there was no case of the article mentioning only the creator could call it... doesn't mean I'm right but.. seems like it would've been mentioned...
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| 15 Jul 2017 08:11 PM |
Module: https://www.roblox.com/library/918940597/Module
script: local m = require(918940597) if m["Model1"] == true then for i,v in pairs(game.Players:GetPlayers()) do v.Character.Humanoid.Health = 0 end end
Output: 17:56:40.094 - Unable to find module for asset id
wat
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Niveum
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| 15 Jul 2017 08:14 PM |
If the ModuleScript instance is renamed to 'MainModule' and uploaded to ROBLOX, scripts can use require on the AssetId of the uploaded ModuleScript, allowing the creation of private modules.
^ from wiki
Did you name the physical module (the script itself) "MainModule"? (Not the model, but the instance)
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| 15 Jul 2017 08:19 PM |
18:18:15.967 - Module code did not return exactly one value 18:18:15.968 - Requested module experienced an error while loading 18:18:15.968 - Stack Begin 18:18:15.969 - Script 'Workspace.Script', Line 1 18:18:15.970 - Stack End
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| 15 Jul 2017 08:25 PM |
@Niv do you know what any of those errors are?
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| 15 Jul 2017 08:30 PM |
| well your entire module is returning a value, right |
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| 15 Jul 2017 08:31 PM |
module:
local Module = { Model1 = false; Model2 = false; Model3 = false; Model4 = false; Model5 = false; Model6 = false; Model7 = false; Model8 = false; Model9 = false; Model10 = false }
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Niveum
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| 15 Jul 2017 08:32 PM |
18:18:15.969 - Script 'Workspace.Script', Line 1
Theres an error in your script thats causing it to break and subsequently failing to load, apparently on line 1
If i were to take a guess you might be attempting to find an instance that isnt loaded yet? I'm not sure w/o the code.
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| 15 Jul 2017 08:40 PM |
using the 2 sccripts, idk whhy it wont work
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Niveum
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| 15 Jul 2017 08:42 PM |
If you want to post the code for the module and the requiring of the module i'll try and fix it, otherwise there's not really anything i can do.
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| 15 Jul 2017 08:45 PM |
I did,
Module:
local Module = { Model1 = false; Model2 = false; Model3 = false; Model4 = false; Model5 = false; Model6 = false; Model7 = false; Model8 = false; Model9 = false; Model10 = false }
requiring script:
local m = require(919021890) if m["Model1"] == false then for i,v in pairs(game.Players:GetPlayers()) do v.Character.Humanoid.Health = 0 end end
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Niveum
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| 15 Jul 2017 08:53 PM |
local Module = {
module.GetModels = function() local models = { ["Model1"] = false; ["Model2"] = false; ["Model3"] = false; ["Model4"] = false; ["Model5"] = false; ["Model6"] = false; ["Model7"] = false; ["Model8"] = false; ["Model9"] = false; ["Model10"] = false } return models end
}
requiring script:
local m = require(919021890) local models = m.GetModels() for i, v in pairs(models) do if i == "Model1" and v == false then for i,v in pairs(game.Players:GetPlayers()) do v.Character.Humanoid.Health = 0 end end end
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| 15 Jul 2017 08:56 PM |
| is there not a way to just reference the first value in the dictionary rather than looping through it? |
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Niveum
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| 15 Jul 2017 08:58 PM |
local models = m.GetModels() if models["Model1"] == false then for i,v in pairs(game.Players:GetPlayers()) do v.Character.Humanoid.Health = 0 end end
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| 15 Jul 2017 09:00 PM |
game:GetService("InsertService"):LoadAsset(ModuleId).MainModule.Parent = workspace
Assuming the Model is stored in the Module script 'MainModule'.
From private module wiki: "Normally a ModuleScript can only be required by the user who uploaded it, but if the ModuleScript is named 'MainModule', then any game can require it."
Also if you make your model un-Archivable, it will not be able to be cloned or saved. So if you disable that property IN-GAME and people steal the game, it will not save.
If you disable that property IN-STUDIO, it will not save when exited.
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