As8D
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| Joined: 24 Dec 2009 |
| Total Posts: 2907 |
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| 19 Jan 2013 08:52 AM |
Hello there.
Before I begin: Have you read this article?: http://blog.roblox.com/2013/01/in-pursuit-of-perfect-code-multiplayer-script-debugging/
Ok, let's just get to it, whatever you have read it or not :/
After reading the article about ROBLOX's new multiplayer mode output detector-stuff, the following sentence has stuck to my brain: "The scripts used here are digitally signed by ROBLOX–if you edit any of the scripts, the tool will stop working, as it depends on several high-privilege functions to work properly."
So, I wonder if it's like some sort of LinkedSource or something that makes us unable to change the script... wait, I haven't yet tried to insert it into my place, so I was wondering if uber pro scripters CAN change small bits of it without making it crash (Ex. using external scripts to change the GUI?)
You can get the model here: http://www.roblox.com/Remote-Error-Monitoring-System-item?id=65774258
Jush, I'm no good at explaining stuff, but I've tried. - As |
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morash
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| Joined: 22 May 2010 |
| Total Posts: 5834 |
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| 19 Jan 2013 09:48 AM |
| im not really sure why you would want to edit it |
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As8D
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| Joined: 24 Dec 2009 |
| Total Posts: 2907 |
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| 19 Jan 2013 10:46 AM |
Oh, I can find multiple reasons :P
It could be useful for auto-fixing bugs, by sending errors to scripts so they can try change the script (Using assert(loadstring())()-stuff in the recieving script though) or such.
Also, from what I've seen on the screenshots, the design could be better. Like we could send only the script's errors to some players and exclude 'dangerous functions'.
Jup, that's something I'd like to see around in the future.
- As, beep boop... LOLOMGARSH! Does it take +25 HOURS to update L.... wait, only 7 hours now. |
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