#Data store system for abilities
1 messages · Page 1 of 1 (latest)
i mean you should be able to do this yourself, maybe by activation of a button the player gets added to a specific table, and you can go further with this
however i have trouble with data, quite frankly i never worked with it
Bro what
Guys assuming everyone can do everything 🥀
once you have the time you can do it
just learn it yourself its not that hard
unless this chat was just to ask others to make the script for you?
because thats not allowed..
Trust me you got this, if you spend your motivation to try and actually be able to do the things you want to do. You will achieve it. You could go to roblox learn and search up different topics because that helps me
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was wondering how you would add this to the player?
also not sure if its a great idea to use local abilities because your using a module
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would you potentially use a remote event for this script or do you think it also works standalone depending on the context?
not like im gonna use it lol, i like learning new stuff
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sure you could also use textbuttons and such makes sense
if you wanted to go more advanced couldnt you check for the players levels and items of interest to automatically assign them a role?
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like that one horror game that checked what you did the most and generated a monster for you
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or maybe a preselection screen with different points of interest but that would be a bit annoying for the player
really? is it used alot
mainly is it difficuly
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because that horror game really is interesting, staring at beer bottles would give you a sort alcoholic thingy monster, but yeah
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you would have to implement alot of details though, if you got the time wouldnt be that much of a problem
so its a bunch of trial and error to your liking
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** You are now Level 3! **
i do wonder how they do that, raycasts? Ai? algorithm?
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sure but it seems very specific
maybe adding a value to every object?
ill search it up
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i also imagine how annoying it would be considering you ahve such like folders and models that would be hard to keep them all at the same level
Silent hill shattered memories apparently
they use not only cameras and stuff, but also choices the player makes and removes the combat system for more vulnerability
possibly to have more times to choose
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ooh that makes sense
instead of parts directly they use parts around items that basically have the same idea
so they add parts around beer bottles to check if they are staring at that item
and also this
Abilityowners table? That's a super wonky way to do this, you should have a table attached to the player with a list of their abilities
if i summarise it correctly, they use parts and lay them near the same points of interest like sexual posters or characters chest with raycasting, they apply all this data to an algorithm that applys multiplier points based on your choices in the game and therapy. Then after all that the 4 classes with the most points gets chosen and applies new parts and models to the monster based on the total score.
that is a very smart decision and i probably wouldve never guessed that
the parts and raycasting alone tbh
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the choices i wouldve guessed too but after that i wouldve been in a pothole
just read that they also use the algorithm for different acts rather than the entire game in one, so if you were to look at family at the start of the game, then looked at posters in a bar it would prioritize the bar more than the family part
also the cherry ontop was that players used a wii remote that also worked as a flashlight, map and others. This made raycasting feel much more natural and better because it was way better readability
Get this, the best way to optimize this all is: By raycasting instead of checking for specific items and whatnot, they only appeared if a lineofsight was overlapping witha point of interest. They also listened per half a second somewhat instead of per frame. They used seamless loading for the most part but keeping the monster modular helped too with optimization. The algorithm didnt really work every time, it really only listened when at major checkpoints or a door for example instead of the world. Together with integer variables they made this work for the ps2 and wii
are you uh
slow
like are u genuinely mentally challenged
this is for HELP in SCRIPTING
Not necessarily what's the problem?
your the problem
Dudd you got explanations at other stuff in this channel including other people coming to help
I asked for guidance on how I would go about storing data in my datastore that isnt a leaderstat and ur saying bs like youll learn it 'eventually
'
i dont care gng im talking to YOU
ah is it
icl is it worth changing now?
Up to you
You could make a module with methods:
module.GrantAbility
module.RemoveAbility
and have those functions both add the player to your table and add the ability to their table (and vice versa for the remove function)
Or you could just switch it which will be less confusing in the future
bro aint getting help
yeah, exactly
yeah ill consider it thanks
no i mean that like
you literally called someone mentally challenged that was trying to help
you thought i misinterpretted it, but you did
was trying to help?
i aint reading allat man
are you also on the spectrum or
if u aint reading dont say shi
he told me ill learn how to do it one day
when ts channel is made for asking for help
type shi
Bro this is the most basic of basic data storage
this is simple variables tho
??
and i clearly dont know how to store tables from seperate scripts that hold player data and fire several functions at once 😭?
table[plr] = data
datastore:save(data)
tuff
func1()
func2()
tuff
wait what
you prob misinterpretting what im saying cus it cant be that easy