1/10/11 (Multiplayer test... sort of) - Printable Version +- 2DWorlds Forums (http://2dworlds.buildism.net/forum) +-- Forum: 2DWorlds (http://2dworlds.buildism.net/forum/forumdisplay.php?fid=4) +--- Forum: News (http://2dworlds.buildism.net/forum/forumdisplay.php?fid=8) +--- Thread: 1/10/11 (Multiplayer test... sort of) (/showthread.php?tid=1164) |
1/10/11 (Multiplayer test... sort of) - Jacob__mybb_import1 - 01-10-2011 Today's update:
I didn't add tools, but I worked a lot on multiplayer building using the full editor. The following features are implemented: -Changing properties, adding objects, deleting objects -Adding hinges and welds -Starting/stopping the simulation -Editing scripts; they are locked so only one person can edit them at a time -Server's console output gets sent to all players -When you type something in the command bar, it is executed by the server These things are known NOT to work. -Copying and pasting -Loading a new game while connected to a server (this will be disabled) -Chat -Grab tool -Move to front/back -Tools Characters work, but I disabled them because this test is only for the multiplayer build mode. This is not the official test so there are a lot of bugs. To connect, type this in the command bar and hit enter: Code: game:getService("NetworkClient"):start("buildismtest.no-ip.org", 22015) RE: 1/10/11 (Multiplayer test... sort of) - Sazaho - 01-10-2011 Nice work Love this game, Good luck! RE: 1/10/11 (Multiplayer test... sort of) - Jacob__mybb_import1 - 01-11-2011 Update #2:
loadstring() returns a function, you then have to call it with an extra set of parentheses: Code: loadstring("print(\"Hello\")")() Using pcall() you can check whether the script was successful or not and get the error message. Code: function dostring(code) RE: 1/10/11 (Multiplayer test... sort of) - Tyler - 01-18-2011 [/size]but i think you should be able to track your stats in multiplayer,like amount of KOs i know im getting the KO thing from roblox but its just a thought |