Yea, I am planning on making it for allys.
I might make this good for group allyās.
So, I am working on that.
I recommend you do not reply multiple time. Instead, try editing your first post to make it more neat
Also.
If your having problems join this discord server
And a warning to you guys.
If someone tells you that they made it, itās false.
Because Me and My friend made this.
I am seeing people calming this Join message theirs.
Well, I have made my own join notifications before this resource was created, so it is possible that other people have made their own without using your resource whatsoever.
I agree with that but the problem is.
People are plagiarising my work, and I donāt like it.
Not one bit.
When you say plagiarising, do you mean copied exactly from the OP or someoneās original code?
Copied my code.
and modified it to say itās theirs.
And claim that they made it
I donāt see how people can plagiarize something so very simple unless you have legitimate proof? This script is one of the easiest to do ever, and youāre saying people are copying it?
Someone plagiarize the script when it was open sourced and saw it said I āco-createdā it, and lied that he originally made it.
Warning
This is not a free model or anything.
If your saying the script was from @Orangedude4221 itās not true, because he made the video after this thread was created.
Uhh He is a professional scripter why would he make that video without his own code? Plus not that hard to make the script I did the same and its the same code almostā¦
Man, a youtuber Ro-scripter also made a script like this.
RoScripter did it after this thread.
I remember doing something like this for a group I developed for in the past. Itās worth saying that all of this work can be done on the client, so none of it should be done on the server.
The only responsibility the server has here is to identify when a player joins, check their rank and then form data to be sent to the client over a remote. Your bottleneck, as well as unnecessary work here, comes from the network. You can cut that out with a fully client-sided solution. That means no remote and no server script. All of this work can be done by the client for a better zero network system.
In the same spirit of a rudimentary join notifier for high ranks, I whipped up a quick script in a few minutes. This should be in a LocalScript under PlayerScripts.
local Players = game:GetService("Players")
local StarterGui = game:GetService("StarterGui")
local THUMBNAIL_TYPE = Enum.ThumbnailType.HeadShot
local THUMBNAIL_SIZE = Enum.ThumbnailSize.Size420x420
local JOIN_TEXT = "%s has joined the game!"
local GROUP_ID = 0
local HR_ROLE_NUMBER = 0
local DURATION_NOTIFICATION = 8
local function playerAdded(player)
if player:GetRankInGroup(GROUP_ID) >= HR_ROLE_NUMBER then
local playerRole = player:GetRoleInGroup(GROUP_ID)
local gotThumbnail, userThumbnail, imageReady = pcall(function ()
return Players:GetUserThumbnailAsync(player.UserId, THUMBNAIL_TYPE, THUMBNAIL_SIZE)
end)
if not gotThumbnail or not imageReady then
-- Default to Roblox account thumbnail if image fails, I guess? Optional.
userThumbnail = "rbxthumb://type=AvatarHeadShot&id=1&w=420&h=420"
end
StarterGui:SetCore("SendNotification", {
Title = Player.Name,
Text = JOIN_TEXT:format(playerRole),
Icon = userThumbnail,
Duration = NOTIFICATION_DURATION
})
end
end
Players.PlayerAdded:Connect(playerAdded)
Ok and colbert improved it? Whatās your issue?
Well look. Itās not so hard to do that, all your doing is using :SetCore and making a notification, nothing custom. You canāt claim it as your own production, just a tutorial on how to utilize that.
Not sure why you would want to base this into client based. The server isnāt accessible, aka the scripts can not be decompiled in the case of an exploit. ServerScriptService is fully locked from view from exploiters anyways as well.
Clients may always access client based code.
Correct me if Iām wrong, however itās always a much better practice to send and save any sort of data you can on the server.
I disagree. This seems like a purely interface operation with no implications for security in any way. I disagree with the idea that the fact that somebody could steal the script justifies putting it on the server.
The server should do as little as possible.
The only intention of this script is to show the client a notification that a player of a certain rank in a group joined the server. It isnāt game critical at all, so thereās likewise no reason to leave any network footprint either. This work can be done completely by the client.
The inherent issue of exploiters being able to access client side code is not a good enough excuse to sacrifice performance or overperform where you donāt need to.