KingBoo
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| Joined: 16 Jul 2007 |
| Total Posts: 8495 |
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| 11 Sep 2011 03:01 PM |
I tried something simple with the tool.
script.Parent.Equipped:connect(function(mouse) mouse.Button1Down:connect(function() workspace:BreakJoints() end) end)
Didn't work |
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Corecii
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| Joined: 06 Aug 2010 |
| Total Posts: 687 |
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| 11 Sep 2011 03:02 PM |
| They can work, but don't use the mouse in that way. They use some property of the Humanoid of the player's character. |
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| 11 Sep 2011 03:03 PM |
What do you mean by "non-local scripts"?
All scripts are local... |
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KingBoo
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| Joined: 16 Jul 2007 |
| Total Posts: 8495 |
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| 11 Sep 2011 03:04 PM |
@Julien, I ment normal scripts.
Like, not LocalScript. |
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GoldenUrg
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| Joined: 23 Aug 2009 |
| Total Posts: 6428 |
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| 11 Sep 2011 03:09 PM |
The wiki has some of the details, but Equipped only fires for LocalScripts (and Scripts in Hopperbins which are basically LocalScripts).
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| 11 Sep 2011 03:11 PM |
"I ment normal scripts.
Like, not LocalScript."
Normal scripts are local to the server, meaning all scripts are actually local. It's just that LocalScripts are local to a specific player, and not to the server. |
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Corecii
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| Joined: 06 Aug 2010 |
| Total Posts: 687 |
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| 11 Sep 2011 03:14 PM |
| No, Equipped fires for any type of script. I just made something, and it uses the 'Script' object, and activates/deactivates with Equipped/Unequipped. |
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KingBoo
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| Joined: 16 Jul 2007 |
| Total Posts: 8495 |
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| 11 Sep 2011 03:15 PM |
@Golden, The script used to work in online, It was different from that.
I changed it because it caused too much lag, and now it doesn't even work. |
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zars15
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| Joined: 10 Nov 2008 |
| Total Posts: 9999 |
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| 11 Sep 2011 03:17 PM |
| Just use local script and disable it and make other script what will run local script after few secs. Soo player loads. |
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nate890
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| Joined: 22 Nov 2008 |
| Total Posts: 21686 |
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| 11 Sep 2011 03:17 PM |
It works in solo because everything in solo is local.
I'm trying to do the same thing as you, and I can't do it without it being local >.<
<'+1 Post. Ujelly?'> |
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Corecii
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| Joined: 06 Aug 2010 |
| Total Posts: 687 |
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| 11 Sep 2011 03:18 PM |
| Also, Workspace's 'BreakJoints' isn't the same as everything else. And I think it's locked. |
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nate890
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| Joined: 22 Nov 2008 |
| Total Posts: 21686 |
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| 11 Sep 2011 03:20 PM |
Corecii, yes, it it, but you can do
for _,v in pairs(game.Player:GetChildren()) do if v.Character then v.Character:BreakJoints() end end
<'+1 Post. Ujelly?'> |
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