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| 05 Aug 2011 03:18 PM |
I didn't check on gametest, 'cuz I'm on linux.
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LPGhatguy
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| Joined: 27 Jun 2008 |
| Total Posts: 4725 |
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| 05 Aug 2011 03:19 PM |
Judging by how scripts run from execute script do, I would say yes.
#LPG |
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| 05 Aug 2011 03:22 PM |
| My build always crashes when I click a plugin :/ |
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| 05 Aug 2011 03:23 PM |
YEEEEEESSSSSSSSSSSSSSS
+0VER 9000 TO ROBLOX
W00T
W00T
I'm glad because I can now automate an updater for my ABAPIALU thing.
I'll make a plugin to encrypt it, and organise all the objects and then make it ready so I only need to publish it and not spend nearly 1/4 hour doing stupid repetetive tasks |
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LPGhatguy
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| 05 Aug 2011 03:25 PM |
And it means I can convert my existing plugins that I made with a custom architecture over to the new system.
I had compilation of scripts into StringValues, linking Scripts to StringValues, and such.
The compilation system has a preprocessor that's pretty nice too, allowing me to build test cases, libraries from a template, and automatically generate code.
#LPG |
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| 05 Aug 2011 03:30 PM |
| How exactly do you run plugins? |
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LPGhatguy
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| Joined: 27 Jun 2008 |
| Total Posts: 4725 |
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| 05 Aug 2011 03:33 PM |
Well, in the gametest build, look in the ROBLOX installation folder, and there's something called "BuiltInPlugins" that contains plugins that run at the start.
You can also just use execute script.
#LPG |
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| 05 Aug 2011 04:03 PM |
wth? Why does everyone talk about plugins being able to use locked stuff?
It just makes no sense..
Plugins aren't special at all, THEY ARE RAN USING EXECUTE SCRIPT, GAWD!
Execute Script can modify .Source, meaning plugins can. Why couldn't plugins use what Execute Script can use, since they are ran with Execute Script? |
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blocco
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| 05 Aug 2011 04:19 PM |
They have access to crash__() too :3
-[Insert witty comment here] |
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