[Open Source] HR+ Join Message

Yea, I am planning on making it for allys.

I might make this good for group allyā€™s.

So, I am working on that.

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I recommend you do not reply multiple time. Instead, try editing your first post to make it more neat :smiley:

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Also.
If your having problems join this discord server

And a warning to you guys.
If someone tells you that they made it, itā€™s 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 donā€™t like it.
Not one bit.

When you say plagiarising, do you mean copied exactly from the OP or someoneā€™s original code?

Copied my code.
and modified it to say itā€™s theirs.

And claim that they made it

I donā€™t 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 youā€™re saying people are copying it?

Someone plagiarize the script when it was open sourced and saw it said I ā€œco-createdā€ it, and lied that he originally made it.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 itā€™s 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. Itā€™s 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)
2 Likes

Ok and colbert improved it? Whatā€™s your issue?

Well look. Itā€™s not so hard to do that, all your doing is using :SetCore and making a notification, nothing custom. You canā€™t 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 isnā€™t 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 Iā€™m wrong, however itā€™s 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.

5 Likes

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 isnā€™t game critical at all, so thereā€™s 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 donā€™t need to.

2 Likes