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| 18 May 2012 09:35 PM |
It's finally here, yay!
My only question is: Is the object fully read before it's checked by the filter? |
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Legend26
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| 18 May 2012 09:49 PM |
You mean if the entire object has been replicated?
It's hard to say. Given the track record of local scripts to run before the entire object is replicated, only they would really know. I'd say that it's possible that it isn't. |
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LPGhatguy
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| 18 May 2012 09:53 PM |
| Details? I must be out of the loop. |
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| 18 May 2012 09:53 PM |
| I want to use the filters as a sort of packet system. That way, only the server and client know what's happening between them. :3 |
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Legend26
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| 18 May 2012 09:54 PM |
@LP,
Go to SFOTH IV in edit mode, open workspace and take a look at a script named "trollolol" or however Sorcus had spelled it. |
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Legend26
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| 18 May 2012 09:59 PM |
Wait...
This could also be used for local parts/objects/etc outside the camera. |
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| 18 May 2012 10:00 PM |
@Legend
Possibly, but the rejection might cause the client to delete the object. Testing that now. |
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LPGhatguy
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| 18 May 2012 10:01 PM |
| I'm not finding this special version of SFOTH IV? I must be missing something. Can I have a link? |
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Legend26
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| 18 May 2012 10:02 PM |
| Ack. They copylocked it. Must not have wanted us to know about it. :P |
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LPGhatguy
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| 18 May 2012 10:03 PM |
| Can one of you put it up as an uncopylocked place? |
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farted
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| Joined: 26 Feb 2008 |
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| 18 May 2012 10:03 PM |
| did anyone by chance copy the code? |
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| 18 May 2012 10:04 PM |
| Wow, looks like we can have local objects legally now. :3 |
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Quenty
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LPGhatguy
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| 18 May 2012 10:19 PM |
As a sidenote, after looking at NetworkServer, we could in theory make a plugin to run ROBLOX servers and whatnot.
That would be fun. |
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Legend26
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| 18 May 2012 10:21 PM |
| You can already run offsite servers that people can join... It's been done before. |
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Quenty
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| 18 May 2012 10:26 PM |
| Not without modifying ROBLOX's client (RbxPre). |
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LPGhatguy
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| 18 May 2012 10:27 PM |
@Legend26 Of course, but with plugins we can conveniently *not* use modded clients and still get full featured things (or even extended features -- removing CoreGui, much?) |
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Legend26
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LPGhatguy
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| 18 May 2012 10:33 PM |
I already found out we can start a server from a plugin or command bar with
game:GetService("NetworkServer"):Start(PORT)
And then you have to run the simulation I believe. |
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Quenty
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| 18 May 2012 10:34 PM |
| Hmm... I'm going to give this a shot. |
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LPGhatguy
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| 18 May 2012 10:39 PM |
| Quenty, find the method to join a server if you will, I lost it. |
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Quenty
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| 18 May 2012 10:42 PM |
Let's see.
Port
53606
IP:
99.8.213.10 |
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Quenty
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| Total Posts: 9316 |
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| 18 May 2012 10:44 PM |
It appears you instance a Network Replicator into your game, parented to the NetworkServer, and that stores the connections... I think.
I'm testing. Give me a sec. |
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Quenty
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| 18 May 2012 10:48 PM |
Actually, try this port, since it's the tools, test, start server one...
53640 |
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Quenty
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| 18 May 2012 10:55 PM |
That failed....
Someone else host something so I can try to connect. |
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