So basically, I read about a ResetButtonCallback functionality that lets me link it to an event. I want the player to only be allowed to reset in some cases, and be given a warning otherwise. Apparently it has to be linked to a BindableEvent
, which I am puzzled by, due to the fact that :SetCore()
can only be called from the client. This means that the event I link it to can’t fire at all. Keep in mind that the BindableEvent
I used is in ReplicatedStorage
.
Server Script:
print("script running")
game:GetService("ReplicatedStorage").reset.Event:Connect(function()
print("received")
end)
Local Script:
local coreCall do
local MAX_RETRIES = 8
local StarterGui = game:GetService('StarterGui')
local RunService = game:GetService('RunService')
function coreCall(method, ...)
local result = {}
for retries = 1, MAX_RETRIES do
result = {pcall(StarterGui[method], StarterGui, ...)}
if result[1] then
break
end
RunService.Stepped:Wait()
end
return unpack(result)
end
end
coreCall('SetCore', 'ResetButtonCallback', game.ReplicatedStorage.reset)
(yes, I am using @Fractality_alt 's method)
There are no errors from the console, and the only thing printed from the Server Script is script running
. I do know that it attempted to fire a signal, because I don’t die when i try to reset.
I would also like to know if there is a way to detect which player was trying to reset.
Any help would be appreciated!