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Re: I may be a bit slow, but...

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Davidii is not online. Davidii
Joined: 17 Jul 2008
Total Posts: 1282
10 Sep 2012 02:24 PM
...this is really useful. This allows for some backwards-up-side-down OOP, doesn't it? It makes me very happy.

http://wiki.roblox.com/index.php/BindableFunction

I've already done some basic things by defining tables inside of scripts and simply using these to transfer the table over to another for arithmetic, for instance Player 1 hits Player 2, etc. Good for, I dunno, a ton of stuff.

Is this cOLD mOLD on a sLATE pLATE?
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Seranok is not online. Seranok
Joined: 12 Dec 2009
Total Posts: 11083
10 Sep 2012 02:26 PM
Hey Davidii I just wanted to say that your anti-teamkill sword script helped me start to script. :)

And also yes we have known about that instance for a while but I have never used it personally.
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MyrcoMyrcoMyrcoMyrco is not online. MyrcoMyrcoMyrcoMyrco
Joined: 03 Sep 2011
Total Posts: 1013
10 Sep 2012 02:26 PM
cOLD ð.ð
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Davidii is not online. Davidii
Joined: 17 Jul 2008
Total Posts: 1282
10 Sep 2012 02:28 PM
@Seranok, that was probably Daviidi, of no relation to me. Freakishly similar names, though. Anyways, uh, yeah, sorry it's late but I just think of all the possibilities. And I'm excited.
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eJorge is not online. eJorge
Joined: 09 Jun 2011
Total Posts: 5966
10 Sep 2012 02:28 PM
Does it work to send functions from a script to a local script? I've been experimenting with it, but I haven't got it to work properly.
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Davidii is not online. Davidii
Joined: 17 Jul 2008
Total Posts: 1282
10 Sep 2012 02:30 PM
LocalScripts just cause explosions everywhere. Avoid them if unless necessary... they... they can't access _G... :'(
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MyrcoMyrcoMyrcoMyrco is not online. MyrcoMyrcoMyrcoMyrco
Joined: 03 Sep 2011
Total Posts: 1013
10 Sep 2012 02:33 PM
David, you're doin' eet wrung!

LocalScripts all da way! (unless it's not possible to do something with a LS, or it would be liek inefficient und stoof).
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Davidii is not online. Davidii
Joined: 17 Jul 2008
Total Posts: 1282
10 Sep 2012 02:34 PM
Having things server side reduces player lag and increases response time. Myrco, YOU'RE doing it wrong.
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MyrcoMyrcoMyrcoMyrco is not online. MyrcoMyrcoMyrcoMyrco
Joined: 03 Sep 2011
Total Posts: 1013
10 Sep 2012 02:36 PM
I think you don't understand me ._.

Let's talk about this at a fireplace with a big nice cup of tea =3!
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Seranok is not online. Seranok
Joined: 12 Dec 2009
Total Posts: 11083
10 Sep 2012 02:36 PM
> Daviidi

NOOOOOOOOOOOOOO!! :'(
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eJorge is not online. eJorge
Joined: 09 Jun 2011
Total Posts: 5966
10 Sep 2012 02:37 PM
I hate it how I can't use _G for my tools, it makes things very difficult.
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Davidii is not online. Davidii
Joined: 17 Jul 2008
Total Posts: 1282
10 Sep 2012 02:37 PM
Indeed, perhaps this object fixes that? :/
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Seranok is not online. Seranok
Joined: 12 Dec 2009
Total Posts: 11083
10 Sep 2012 02:37 PM
> LocalScripts just cause explosions everywhere. Avoid them if unless necessary... they... they can't access _G... :'(

Actually LocalScripts can access _G. It's just that the client has a different _G table than the server.
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MyrcoMyrcoMyrcoMyrco is not online. MyrcoMyrcoMyrcoMyrco
Joined: 03 Sep 2011
Total Posts: 1013
10 Sep 2012 02:39 PM
^yes!

Another swim ticket for you across the nordig fjords.
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Davidii is not online. Davidii
Joined: 17 Jul 2008
Total Posts: 1282
10 Sep 2012 02:40 PM
Whoaaa, so all I have to do to access _G from LocalScripts is to make an exact copy of my globals script and put it in a local script? Or... er... what?
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MyrcoMyrcoMyrcoMyrco is not online. MyrcoMyrcoMyrcoMyrco
Joined: 03 Sep 2011
Total Posts: 1013
10 Sep 2012 02:41 PM
Just think of it that liek the normal scripts and LocalScripts both have their own _G and LSes can only acces the LSes' _G and same goes for the Scripts - only their _G can be acced by them.
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stravant is not online. stravant
Forum Moderator
Joined: 22 Oct 2007
Total Posts: 2893
10 Sep 2012 05:52 PM
"Whoaaa, so all I have to do to access _G from LocalScripts is to make an exact copy of my globals script and put it in a local script? Or... er... what?"

Well, that will work so long as there's no shared data that needs to be shared. They'll still be totally separate. It's just that every client has it's own _G (what would be the case otherwise? Lua replicates every single local variable?, which it would need to do to make that possible. It wouldn't even be feasible to make it do so)

Also, for BindableEvents / Methods. Be wary of passing large data structures through them. Even if both definition and invocation are on the same client, any tables that you pass it will still be deep-copied (AND there's a bug that if you pass a table with both keys and indices ONLY the indices will be copied, it will silently fail to copy the keys).

The upside is that that makes it so in the future they will work over the network exactly the same as locally.
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popinman322 is not online. popinman322
Joined: 04 Mar 2009
Total Posts: 5184
10 Sep 2012 07:09 PM
I didn't know that Roblox was using Bindable objects for exposing APIs until yesterday...
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RenderSettings is not online. RenderSettings
Joined: 16 Aug 2010
Total Posts: 2560
10 Sep 2012 07:10 PM
I've still never even seen how Bindable objects work =/ I really should wiki them.
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sirsavary is not online. sirsavary
Joined: 27 May 2008
Total Posts: 1222
10 Sep 2012 07:19 PM
Bindable objects are pretty great. I'm a huge OOP person, and being able to have functions that I can access from anywhere are great. Allows me to add methods for special attacks on monsters that can be called anytime I want.
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mew903 is not online. mew903
Joined: 03 Aug 2008
Total Posts: 22071
11 Sep 2012 03:48 PM
who are all these people
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booing is not online. booing
Joined: 04 May 2009
Total Posts: 6594
12 Sep 2012 07:25 AM
they're coming over for a cup of tea
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SN0X is not online. SN0X
Joined: 24 Oct 2011
Total Posts: 7277
12 Sep 2012 07:54 AM
"LocalScripts just cause explosions everywhere."

Uhhh...I'm not sure if this is illiteral, but well...

yeah. rite.


--

I think personally that you should avoid doing complex stuff with local scripts, unless you're purposely trying to lagg them out, or something...but for simple things, save the server some work and use client's computers to run scripts.

For example,

In a LocalScript:

GUI = script.Parent
GUI.Text = "Welcome"
for i = 1, 10 do
GUI.Transparency = GUI.Transparency = 0.1
wait(.1)
end
GUI.Text = "To the epik duk's lay0r."

In a server-sided script:

GUI = script.Parent
for _, v in pairs(Game:GetChildren()) do
for si, sv in pairs(v:GetChildren()) do
---some h44xy math thing that does a whole lot of h44x and math and ouchy burn-out short-circuiting hell to the CPU lawl
end
end


--

Also, throttle scripts which aren't of a very high priority.

For example, a cleanup script which deletes useless hats in the workspace...or a leaderboard that has to check all player's scores, sort them, then create GUIs.
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superflarpflarp is not online. superflarpflarp
Joined: 03 Mar 2012
Total Posts: 14306
12 Sep 2012 07:25 PM
Seranok is on this forum.
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
13 Sep 2012 10:53 AM
^
Was it Ford Prefect who said how humans repeated the obivous many times?
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