Exe 5 (Product: exe V5) | Most Stunning Admin Panel Yet

hi, your module is amazing!

i just want to report a bug that if you ban someone from the creator page, it doesnt show them in the manage bans tab on the panel

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Sadly, the Manage Ban Panel uses an artificial system I made because there are no methods to get all the banned players in the Roblox Ban API.

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oh ok, that sucks lol

also there might be an oversight, the whats new menu has the text “snapshot” in the top left corner, and it seems to be missing images

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How do you embed links in PNG’s? Trying to create a high quality post and I cant figure out how.

never Mind.

works now.

thanks for module amazing

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https://devforum.roblox.com/raw/3175336/44

Thank you! Ill try that.

Keystrokessss

As always, amazing. It kept throwing me an error a few times I just removed all the datasets and replaced them and it ran perfectly.

2 Likes

feature suggestion: add a update checker that checks if a new exe version is out, and if it is notify an admin when they join

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Exe 5 Build 510

More Nice Things.


Highlights.

All-new Accessibility Button

You can now access Exe 5 in a more simpler, comfortable, and quicker way with the new Accessiblity Button.

This button offers 3 options; Players Tab, Dashboard Tab, and Recent.

This is configurable in the configuration module.


Announce it. Low-key.

In the Server Announcement and Global Announcement panel, you can now toggle the option Fullscreen to achieve the small announcement screen.

The announcement screen now includes the announcer’s username.


Jail. More.

With Build 510, you can now add more jails. In the configuration, under the JAIL menu you can now set the maximum duration and under the JAIL_OPTIONS is where you can add more jails.


Be Updated.

On the Credits Tab, you can now check if your copy of Exe is up to date. This requires your game to have HttpRequest enabled. (Note that this check will not automatically update your copy, you still have to manually update it.)


Exe 5. Beautiful & Intuitive Admin Panel.

Experience and integrate it into your game.

‎ ‎


For more concerns, inquiries, or help, please message @blve_hxrizon or create a post on our Server for everybody to help.


Flare Studio Socials

Join our community and tune in with the most updated news.


7 Likes

Another W update! Especially with the smaller announcement option now, it’s so much better.

2 Likes

Love this update! Especially the new button to open the panel, it’s beautiful :heart_eyes:

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Love it! Great work! Really nice and clean. Love the video btw!

there is an invalid argument on line 51

ReplicatedStorage.exe_storage.slider_service.Utils.Signal:51: invalid argument #1 to ‘unpack’ (table expected, got nil) - Client - Signal:51

Set the workspace.SignalBehaviour to Immediate.

50 Players. Build 512.

With Exe 5 (Build 512), you can now ban 50 players simultaneously in the Global Ban menu.

(idk why would u ban 50 people at the same time but sure!)


Exepert

Exepert is a paid wizard plugin for Exe. It is your tool for installing and updating Exe. It’ll notify you if there are new build versions for you to update. In the coming updates, Exepert will support User-Submitted Addons where you can just add modifications with just a click of a button.


Join our community to tune in with the release of Exepert. We will release an introductory video for Exepert in our YouTube.

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“exe_storage” breaks ContentProvider:PreloadAsync for some reason that I don’t know:

I’m using PreloadAsync on my loading screen, however after I installed Exe 5, I realised that my loading screen breaks at around the last parts. When I tried to print all the instances that PreloadAsync was yielding the thread for, it specificly always got stuck on exe_storage. When I tried deleting the exe_storage and test the loading again, it completely worked fine.

Here is the loop that I use in my loading screen handler, no single error in the output:

for i, assetToLoad in ipairs(GameAssets) do -- local GameAssets = game:GetDescendants()
	ContentProvider:PreloadAsync({assetToLoad})
	updateLoadingText(i) --This function just updates the assets loaded text.
	LoadBar.Size = UDim2.new(i / TotalGameAssets, 0, 1, 0)
end

I also tried waiting for a long time to see if it’s just taking too long but no, the loop never continues while waiting for exe_storage to load. I would love to learn if there is a solution for this.

Hello, how do I make parts from ReplicatedStorage spawn in the Workspace?
For example, I have different parts in ReplicatedStorage, such as Audi, Lambo, and more.

I want to create a custom command where I can input a value like “Audi” to spawn the Audi near me, or “Lambo” to spawn the Lambo near me.

How can I make this work?