so in my game, I made another place in the asset manager. For some reason I cant teleport to it. It says teleport failed and in the console it says the place is not published. The game is published. And I dont think you have to publish places. I am using ReserveServer and TeleportToPrivateServer. I have tried to figure it out and my game IS published. Any help appreciated!
Have you tried testing it in an actual game setting instead of just roblox studio? Also make sure both games are public.
I would suggest using the TeleportService:Teleport function, rather than TeleportAsync, if you need to teleport to a private server, I'd suggest just not using Async, as async teleport functions have had b
Here's a usage case:
game:GetService("TeleportService"):Teleport(123456, game.Players:GetPlayers()[1])
Arguments being place id, player. In TeleportToPrivateServer, which you would need if you're specifically teleporting to a private server (which you stated you were using, the usage case is
game:GetService("TeleportService"):TeleportToPrivateServer(placeID,code,player)
You likely already know this, but if you were missing something, or using the wrong variables, it could be a fix.
If that doesn't solve your problem, make sure:
In Game Settings > Security Third Party Teleports are enabled
Your referenced player variable, or place id aren't nil
And make sure the place has been published
Keep in mind, you can't teleport in Roblox Studio, so you should know it works if you get an error in the console stating you may not teleport in the roblox studio.
Related
Once in a game I was playing, a smart person wrote a cheat that allows you to disconnect all players from the server. I became interested in how it is possible to create protection against this. The situation was aggravated by the fact that the person who created the cheat distributed it to other players and disconnecting from the server became a regular event.
I got the source code of this cheat, I will show a fragment with a "connection switch":
I figured out how the cheat works. In the LLDB debugger, I found the Disconnect() function, it is called just when the "cheater" uses the cheat. In the disassembler, I decided to just remove Disconnect (), of course this is stupid, because I violated the logic of the game because of which I could not play. As a result of something, this function was called for me, I need to find out what code was executed before the breakpoint with Disconnect ()
Well its hard to tell, but my suggestion is you add some Debug.Log prints in certain scripts you think could be called before the disconnection happens, I know this sounds like a tedious work but you probably have some scripts you think could be called before. Else I would search for some keyword like "kickall" and be sure to set "all files in project" option so that it shows all possible candidates. I hope this serves you
I'm actually new to roblox studio and I want to make my own basic shooter game. I know when I publish only one or two will come at the beginning and I don't want them to leave without playing itself. So I decided to create killer bots who play just like players[kill the players, and escape from not getting killed]. Is there any way I can do that because NPC creating is easy but asking them to kill the players is difficult and moreover the NPC's are not counted as players and not shown in the leaderstats. How can I show that?
Using PathFinding won't work that well, so I recommend using a Raycast and Strafing. And if the npc touches player, check if the hit part's parent IS a player and then set its health to 0 or damage his health.
For leaderstats, the roblox sword has a tag called "creator" that is there for KOs. Add the creator tag for the leaderstats to work.
I'm trying to send a second source of audio (streamed from a bluetooth connected device as Int16 data flow) to a room using twilio-video on iOS.
I already looked at TVIAudioController but found nothing about audioInput.
Checked-out also TVIAudioSink but I don't know if it can do the job.
Anyone can help ?
Twilio developer evangelist here.
I'm not an expert in this at all, but since no-one else has helped yet, I can try to point you in the right direction. It sounds like you're trying to hack around the limitation of using one microphone on an iOS device at a time. Good luck!
In order to send another audio track, you need to create a TVILocalAudioTrack. Normally this is initialised using the track method, which picks the audio input itself. It's not recommended to use the regular initializer, but that is probably worth exploring.
Once you have your TVILocalAudioTrack you need to add it to your room Participant using addAudioTrack.
Let me know if that helps at all.
I just played around a bit with Lua and tried the Koneki eclipse plugin, which is quite nice. Problem is that when I make changes in a function I'm debugging at the moment the changes do not become effective when saving the changes. So I'm forced to restart the application. Would be so nice if I could make changes in the debugger and they would become effective on the fly as for example with Smalltalk or to some extend as in hot code replacement in Java. Anybody has a clue whether this is possible?
It is possible to some degree with some limitations. I've been developing an IDE/debugger that provides this functionality. It gives you access to a remote console to execute commands in the context/environment of your running application. The IDE also supports live coding, which reloads modified code as you make changes to it; see demos here.
The main limitation is that you can't modify a currently running function (at least without changes to Lua VM). This means that the effect of your changes to the currently running function will only be seen after you exit and re-enter that function. It works well for environments that call the same function repeatedly (for example a game engine calling draw), but may not work in your case.
Another challenge is dealing with upvalues (values that are created outside of your function and are referenced inside it). There are methods to "read" current upvalues and re-create them when the (new) function is created, but it requires some code analysis to find what functions will be recreated to query them for upvalues, to get the current values, and then to create a new environment with those upvalue and assign proper values to them. My current implementation doesn't do this, which means you need to use global variables as a workaround.
There was also relevant discussion just the other day on the Lua mailing list.
I want to create a simple addon that will play sound files when the player kills an enemy player (gets a killing blow). I've looked around on Google but haven't found much in terms of documentation or guides.
Can anyone point me to some up-to-date documentation or some places where I can just find better guides?
Getting started: http://www.wowpedia.org/Getting_started_with_writing_addons
API: http://www.wowpedia.org/World_of_Warcraft_API
What you want to do is to add a trigger for the combat log event for a killing blow. Shouldn't be to hard. And then play a sound, using the API for that.
Addons for the game are created, most simply, by making a new folder in the Interface/AddOns directory in your game folder and populating this with the core files for your addon. These files should include a "Table Of Contents" file which contains information about your addon, and script(s) which are created using the Lua scripting language (with some custom WoW functions and tables and other bits). To properly get started with this, Wowpedia is generally a pretty good guide, and I also recommend this tutorial.
In your specific situation you should just be able to listen for a game event and then do your custom stuff (i.e. playing a sound) in the desired situation. There isn't actually an event for killing blows at the time of writing, however if you register the COMBAT_LOG_EVENT_UNFILTERED event and look for the PARTY_KILL combat event, calling playSoundFile if the sourceName (arg4) matches the player's name (UnitName("Player")), you should be set.