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| 26 Feb 2013 02:50 PM |
As a scripter, I find it a bit annoying that a function I make in one script can't be called in another. I mean, say I wanted to code source code for an OS and write a window manager over it. I can't call up the source functions! If you could do like: script.Parent.Source.Function Attach(text, script.Parent.Source.table1) or something like that. Just an example, but we could do so much more by calling up functions from the other scripts we wrote to make better game engines and such. Just a thought. |
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| 28 Feb 2013 02:12 PM |
| Bump! Still no supporters? |
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| 28 Feb 2013 02:14 PM |
I'm not a scripter so I don't have the most knowledge on scripting...
I support because I get what you're trying to say.
god dangit why did you have to do that |
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GepGun
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| Joined: 16 Nov 2012 |
| Total Posts: 157 |
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| 28 Feb 2013 02:15 PM |
have you checked out the wiki?
http://wiki.roblox.com/index.php/Global_Functions |
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| 28 Feb 2013 02:16 PM |
...Man I'm rusty on my scripting, but if I get it correctly, you want one of your scripts to be able to tell your other scripts when to work?
I support this idea. So very much. In fact, I love it.
Put a beat on it and I'll buy it. -Alex Agnew, Belgian comedian |
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Alex4897
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| Joined: 06 Aug 2008 |
| Total Posts: 14517 |
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| 28 Feb 2013 02:28 PM |
One way I know of to make scripts trigger other scripts is to have the original script trigger a Value by changing the number of the value. Then you make the secondary scripts trigger only when that value is set to the correct number.
I am an eggspert in the eggcelent art of egg puns. |
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dom2d2
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| Joined: 11 Apr 2008 |
| Total Posts: 6397 |
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| 28 Feb 2013 02:46 PM |
| Even though I am not a scripter, I completely support this. It is a great idea and would open many opportunities. |
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| 28 Feb 2013 02:55 PM |
Excellent idea. Full Support. |
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| 28 Feb 2013 03:17 PM |
| There are bindablefunctions in the object browser, use them, they exist. |
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| 01 Mar 2013 07:41 AM |
| Thank you for the support! |
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| 04 Mar 2013 07:24 AM |
--create this in a localscript inside startergui:
Instance.new("BindableFunction", script) local func = script.BindableFunction
func.OnInvoke = function(arg) print(arg) end
--and this into a normal script in workspace: local plrs = game.Players:children() for i = 1, #plrs do local func = plrs[i].PlayerGui.LocalScript.BindableFunction if func then func:Invoke("YAY IT WORKS") end end
as you see, you can access localscripts from global, and the other way around, only with bindablefunctions |
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| 04 Mar 2013 07:27 AM |
| that script wouldnt work as there are a few errors, that was just an example of how they operate |
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