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Re: how to make gui server wide?

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letris is not online. letris
Joined: 17 Dec 2012
Total Posts: 572
01 Nov 2017 07:12 PM
how would i make the #### ## a gui appear the same for each player from a local script? ex: --local script script.Parent.Text = game.Players.LocalPlayer.Name how would i get this to display on all guis in players? -much to learn, you still have
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rly_gud is not online. rly_gud
Joined: 15 Jun 2014
Total Posts: 220
01 Nov 2017 07:13 PM
i would use a serverevent that fires to all clients
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letris is not online. letris
Joined: 17 Dec 2012
Total Posts: 572
01 Nov 2017 07:16 PM
true... i didnt even think about that

-much to learn, you still have


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letris is not online. letris
Joined: 17 Dec 2012
Total Posts: 572
01 Nov 2017 07:33 PM
thing is its very complicated because the gui is a leaderboard that shows the top players, and im not exactly sure how i would get it to work with only a serverevent

-much to learn, you still have


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INOOBE_YT is not online. INOOBE_YT
Joined: 08 Feb 2014
Total Posts: 5067
01 Nov 2017 07:56 PM
:FireAllClients()


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Mouse_Potatoe is online. Mouse_Potatoe
Joined: 14 Jul 2011
Total Posts: 1563
01 Nov 2017 08:37 PM
use an event that Fire to all clients and in a *LocalScript* inside the *StarterPlayerScripts* you can make a function that does something when the event is fired to the client


ɱǿƲƨƹ_ƤǿƗɒϯѳҽ
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Realizationz is not online. Realizationz
Joined: 01 May 2008
Total Posts: 311
01 Nov 2017 08:54 PM
You should do your best to avoid using remote events though, as that can cause extreme lag for players with not so advanced computers. Simply create an update function like using an onchanged property, that affects each client individually at the same time instead of the server as a whole.
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sanjay2003 is not online. sanjay2003
Joined: 03 Nov 2012
Total Posts: 740
01 Nov 2017 09:11 PM
@Above me, :FireAllClients is the easiest way to do this. Unless you run on a 4x4 potato, it won't lag.


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Anu_Ea is not online. Anu_Ea
Joined: 06 Jul 2017
Total Posts: 33
01 Nov 2017 10:05 PM
Just a note
If you're attempting to do something like a server-wide synced timer don't consistently FireAllClients()

its not efficient.

instead have a value in ReplicatedStorage and have a script detect changes in that value.
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TaaRt is online. TaaRt
Joined: 26 Apr 2009
Total Posts: 5039
01 Nov 2017 10:13 PM
Aren't both .Changed and .OnClientEvent RBXScriptSignal objects with the delay of the server data traversal to the client between it?
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Anu_Ea is not online. Anu_Ea
Joined: 06 Jul 2017
Total Posts: 33
01 Nov 2017 10:40 PM
yeah but wouldnt it be easier than doing

for i = 60,1,-1 do
thing:FireAllClients()
end

(Assuming that's what someone would do.)

instead just have the client listen to a change.

idk. im stupid.
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Kareem35 is not online. Kareem35
Joined: 08 Feb 2014
Total Posts: 162
02 Nov 2017 12:23 AM
You could have the server clone and parent the GUI to PlayerGui when the player joins
(game.Players.PlayerAdded),
thus allowing the server to manage each GUI (loop through players & apply the change)

However, if you NEED to use a localscript use RemoteEvents/RemoteFunctions.


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