I’ve made the first steps for client sided scripting!
When you select a local script a ‘Client’ category will appear at the bottom of the block inventory (No shortcut yet)
The same for server. If you edit a server script, a ‘Server’ category will appear at the bottom.
Read the documentation to learn how to use this blocks! If you have further questions, ask it here.
Here’s a cool little teleportation code:
A local script in ‘StarterCharacterScripts’:
Maybe someone already said this, but can you make it appear only when you’ve clicked a button in the Plugin tab?
Also, sometimes it just randomly starts open and then immediately slides off the screen.
Could you add a create block? For example, in an obby, you want to store the player’s checkpoint, it would be helpful if you can create any type of object (or atleast a NumberValue) and access it’s values like a variable.
Edit: the destroy block creates an error, you need to use FindFirstChild, not a .
Not a good idea. The tutorial doesn’t say anything about disabling/enabling the toolbar. I don’t want to create confusion. If you want to disable it, just click it and it will remember if it is disabled.
Ok… So I’m trying to give each player a money variable
Basically, trying to make it so each player sees the money they made not all of them combined
How would I do this?
There’s no way to script GUIs at the moment (it is planned!).
Use a Player Added event, you can use the ‘create’ block to create an IntValue, set it’s parent to the character of the player who have joined and then set the IntValue’s name to ‘Money’ and set value to a number. I’ll also need to add a ‘find child’ block so you can find the value from other scripts.
Sorry for not being able to fully achieve what you want. I’ll add the missing blocks so you can do what you want.
So basically, there’s an object and when someone clicks it, it broadcast a message and when its received, it will add money.
The problem is reading it in other scripts. If I want to buy something with the money, how would it check and see If I have enough?
I did come up with a solution where there would be a part made for each person that joined and its y would be zero then the local script would set its y to the money that player has and then when you buy something the y would go down. It worked! but the server script could not read it because the movement was being done in a local script.
I may try to do the same thing but in a server script. so instead of a variable keeping track of the money
an object created for each person would.
The source of every plugin is visible to an extent. By publishing this plugin you are giving back to the community in more ways than one. That is not something to discourage. Thank you.