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I don’t know about this and I couldn’t find a any forum about this but I’m curious. Is using Multi-instances (multi-robloxs) is ban-able? Is there FAQ/Rules about it?
I meant two instances of the roblox client on the same machine. p49p0 (Panthera) May 25, 2023, 12:30pm #4. about that roblox studio has a option to play with multiple accounts, the max is 4 or 5 i think. but if you want to launch multiple roblox player apps, i dont recommend doing it since you will using an exploit which violates the roblox tos.
Hello! I am currently working on a game that requires different ‘maps’ to play on. I am using Terrain, and as I’ve discovered on here, you cannot have multiple Terrain instances swapped in/out. As such, I have to use different places. There is a lot of jargon in ServerStorage and ServerScriptService that is going to be used regardless of which map is loaded. I do not know anything about ...
How would I save multiple values to my database? Heres my current script: local dataStores = game:GetService("DataStoreService") local dataStore = dataStores:GetDataStore("Inventory") local players = game:GetService("Players") local RS = game:GetService("ReplicatedStorage") local createInv = RS.CreateInventory players.PlayerAdded:Connect(function(player) local trails = Instance.new("IntValue ...
Currently, as of Roblox client v0.574.1.5740447, if there are multiple Roblox clients running at the same time on the same machine, TeleportAsync() will fail for some of the clients. How to reproduce: internal class Program static void Main() new Mutex(true, "ROBLOX_singletonMutex"); Thread.Sleep(-1); Join a game on client 1.
I’m pointing out the big detail and information about the bug. Basically, my game has a Sea with 2026 bones across the surface. I have 9 of them placed in a grid. When running Instance.new(), even with the bones inactive. The sea is client sided, and the bones lag the user once you insert a part into workspace. Keep in mind the Sea is in workspace. If the Sea is moved from workspace to ...
You can connect every textbutton in a table with the same event like this: for _, button in pairs (textbuttons) do. button.MouseButton1Click:connect (function () print (‘clicked!’) end) end. But I want to add a script to every child in a table. All children are instances like models or parts and I want this function or script to run whever ...
Heck, all Roblox userdatas (Vector3, CFrame, BrickColor…) are centered around metatables. Even instances. Basically the way instances work is whenever one is inserted, its metatable is set to an internal metatable which contains the properties and methods of that instance’s class.
The most practical way to do this would be to use TeleportPartyAsync, as this method guarantees to put all the players in the same server. local tps = game:GetService("TeleportService") tps:TeleportPartyAsync(id,arrayOfPlayers) The other method to do so would be to loop through players and use the classic Teleport method.
I have a game where there can be an option to view servers for a game mode and I want to make it list every server open for that game mode. How would I go about doing this? Using a datastore? And if so, how would I go about it?