#Data store system for abilities

1 messages · Page 1 of 1 (latest)

hearty bane
#

How can I design a data saving system for my games abilities? It doesn’t rely on inventory and has a custom gui for each ability, and the ability is useable by checking if the player is inside of an abilityOwners table, if anyone can help tytyty if not all good

regal compass
#

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

regal compass
#

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

low oyster
regal compass
#

also not sure if its a great idea to use local abilities because your using a module

low oyster
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

regal compass
#

ohh

#

that makes sense

#

not used to modules

low oyster
#

One message removed from a suspended account.

regal compass
#

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

low oyster
regal compass
#

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?

low oyster
regal compass
#

like that one horror game that checked what you did the most and generated a monster for you

low oyster
#

One message removed from a suspended account.

regal compass
#

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

low oyster
#

One message removed from a suspended account.

#

One message removed from a suspended account.

regal compass
#

because that horror game really is interesting, staring at beer bottles would give you a sort alcoholic thingy monster, but yeah

low oyster
regal compass
#

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

low oyster
#

One message removed from a suspended account.

low oyster
swift urchinBOT
#

studio** You are now Level 3! **studio

regal compass
#

i do wonder how they do that, raycasts? Ai? algorithm?

low oyster
#

One message removed from a suspended account.

#

One message removed from a suspended account.

regal compass
#

sure but it seems very specific

#

maybe adding a value to every object?

#

ill search it up

low oyster
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

regal compass
#

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

low oyster
regal compass
#

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

nimble cairn
regal compass
# low oyster One message removed from a suspended account.

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

low oyster
regal compass
#

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

hearty bane
#

slow

#

like are u genuinely mentally challenged

#

this is for HELP in SCRIPTING

regal compass
#

Not necessarily what's the problem?

hearty bane
#

your the problem

regal compass
#

Dudd you got explanations at other stuff in this channel including other people coming to help

hearty bane
#

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 Nerd '

hearty bane
hearty bane
#

icl is it worth changing now?

nimble cairn
#

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

red kettle
hearty bane
hearty bane
red kettle
#

you literally called someone mentally challenged that was trying to help

hearty bane
red kettle
#

i aint reading allat man

hearty bane
#

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

red kettle
#

if u know datastores you know this lowkey

hearty bane
#

type shi

light reef
red kettle
#

this is simple variables tho

hearty bane
#

and i clearly dont know how to store tables from seperate scripts that hold player data and fire several functions at once 😭?

light reef
#

tuff

#

func1()
func2()

#

tuff

hearty bane
#

you prob misinterpretting what im saying cus it cant be that easy