These Properties Are Common (but underrated)
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wondered how to make a main menu in roblox studio? or how to create a shop which has working GUI? ive made lots of 2024 roblox scripting tutorials about all the different bits of roblox to give you some up-to-date information about all of its properties and events.
my goal is to simply give some insight on how to use the various features and instances roblox studio, and show you some fun stuff you can do with them. thanks for checking out this roblox scripting tutorial :) - Jak na to + styl
Create a tool for our community Christmas combat game!❄(or dont your choice)
discord.gg/ay5gc9XcAh
are these the two game changing properties? lets find out.
stares into your soul for 120 minutes
*epic music plays *
i mean it does change the game a little bit lol
*proceeds to not find out and stare into your soul instead*
Attributes are a godsend. It's so much nicer than having to create and manage individual instances for values.
Sometimes you still need theese value Instances regardless that tags and attributes much better and etc.
Here is why you actually when possible use attributes instead of values:
Values are Instances and essentially contain everything what It's inherited. Functions, properties etc. Unlike attributes which contain only 1 value. Attributes will be way more efficient when it comes to storing values into them during runtime (essentially in ram).
And a little note about tags:
Tags are used to collect Instances of the same type (AKA: Collection Service). It's useful when you have a bunch of death parts and instead of putting death script into each part you can just tag them and later during initial setup collect them and copy scripts into.
I havent seen you a long time
@@renegade462 are you spying on me?
No i just didnt see you a long time on the gas server
@@renegade462 oh, idk mate just there is a lot of people talking to me still from that community lol
Fun fact when i tried using roblox script AI i typed in "-- I ate a cat" and it added " and 2 dogs to make this work."
i made a newsletter btw, sign up for advice, assets, and to help me grow my evil capitalistic empire >:)
byteblox.ck.page/c2af95d792
Hell yeah bro!
Woah you've been blowing up recently. Keep up the great work! ;)
Keep making these types of videos I love these
3:11 It's much easier to visualize for other scripters since they'll just show up in the explorer while attributes are hidden at the bottom of a menu, I personally use a mix of both
Also currently, you can't set an attribute to an instance, thats unique to instance object values
And this is a way more niche use but you can tween object values but not attributes
I can see multiple perspectives. First of all, having something physical to represent a variable is such a godsend because you don't have to look through each and every part in the workspace, replicatedstorage, serverstorage, replicatedfirst, etc. and scroll down to see the properties over and over again when you can just right click: get children, and see everything visibly in a cohesive area. Personally, I use variable instances, not only because I and the community are used to them, but also because I don't have to constantly remember on the back of my mind that a script has something when I can just check physically in the same exact tree parent/children structure that is used for the game.
That’s fair. I guess it all just boils down to code simplicity
BRO TYSM ALL OF UR VIDEOS HELPED ME SO MUCH AND MADE ME DISCOVER SO MUCH THINGS. THANK YOU SO MUCH KEEP UP THE GOOD WORK
I didn't touch tags and attributes until I started my first project from scratch (which is the one I'm currently working on).
I first ended up using tags for my gameplay's tagging system (is that why they're called tags?), and attributes for my custom Proximity Prompt which was able to display everything I wanted, even the colors!! I still find it mind-blowing knowing that I used to add like a million string or bool values for the same effect
yes its very convenient. there could also be a way to prevent exploits by for example if you have multiple remote events, you can add a tag of what the name is to check what it controls instead of checking the name. this means that you dont have to name your remote events and it would be much harder for exploiters to exploit the event. at least thats my idea.
in the eyes of Unreal Engine and C++ I think of tags like Booleans they are on when they are on the object, and off if they simply don't exist, and you can still code some cool functions and functionality based around them
Back in 2008, that's all we had for sharing values between scripts (if you didn't know about _G). Perfectly reasonable.
this is what goo animal simulator uses for their item and player code, and its really nice. eg; if a player dies, in the attributes for the item that killed them (if any), there is an attribute that specifies if it will play an animation. this is how the cleaver and axe do custom animations for player ragdolls. their animation system is also really unique, using stored poses for each frame instead of traditional keyframe or cframe.
the animation system also uses values for in/out, individual limb infection (if needed), etc.
the reason why i use instance values is because they're just easy to copy and paste and move around. exploiting is basically dead at this point with byfron introduced, even then, it's just poor management if you allow your values to be easily messed up by exploits. i do understand that it does clog up the workspace, but i guess it's really just personal preference
Wish I knew about Tags earlier, thanks!!
7:10 You were checking if the part had the tag then returning if it did. This ended the script before it could register the click event.
Exploits can modify literally anything on the client, tags, attrubutes, delete parts, rename parts, ect.. apart from editting local scripts, accessing anything to do with the server like serverstorage, but any changes won't be visible to other players or the server unless it is a part that you have network ownership of (your own character, some part that you're standing on). I believe the only thing you can change with network ownership parts is their position, and with characters their position and deleting things.
With roblox's anticheat, the only thing you need to do is bypass the injection detecting systems, then you can do normal non-anticheat exploit stuff.
Yeah like checking for stuff like Dex or RemoteSpy
Tags can be modified by the client, but it won't replicte to the server
Hey, would you be able to make a tutorial on how to keep assets loaded at all times?
you forgot about collision groups, thats pretty game changing im sure :)
I saw the sub button light up :)
tags kinda remind me of html/css classes/ids and attributes is lil bit like variables
Would it be a good idea to store stuff like player states (blocking for example) in attributes and in module scripts at the same time? Module scripts are convenient for getting values and attributes are convenient for replication but idk if both at once is a good practice
Don’t see why not
aughhhh shiver me lua
how have i never even looked at these?? all i did was gloss over them and thought they were useless
The only value object still use is the ObjectValue because I don't believe there is an attribute counterpart for it
Me too. I think I'm using an IntValue to automatically replicate a countdown to a client (as that just requires giving them a reference to the instance then it has to use its Changed event), but I could replace that with attributes.
Roblox needs to add attributes that reference instances. Once they're a thing, value objects will become the old way of storing information in instances.
I forget these exist.
I started using attributes instead of values some time ago after I was on a fps and using dex explorer I saw that I could change the values to exploit, but I couldn't mess with attributes, so I started using attributes for everything, mainly tools and kept the values only in server storage.
great video btw
sir, the attributes and their values are hidden by default in dex, you have to check some stuff to make it work.
@@dumpstring when i mean "I couldn't mess with attributes", i meant that i knew the game had attributes but i couldn't see them, therefore i couldn't mess with them.
Yeah, the attributes are hidden until you check the button in dex. @@pyrosfere
technically you could still make some sort of loop or something to get every info about something@@pyrosfere
I’ve subconsciously stopped using values and replaced them with attributes 😂
They didn’t light up but they did for other videos on my end
I noticed that as well. CZcams has something against me lmao
cool
Wow
values are better, way easier to use tbh
6:40 didnt work cuz return was used outside a function, thus ending the script before connecting a function to the click event
I actually never knew you could return a script, that’s good to kkow
hi
do you know if the attributes can be changed from local scripts?
They can be changed, but are not replicated to the server.
yeah, but only other local scripts will be able to see the changes, and if it's changed from the server it will be overwritten
exploiters can change attributes and tags but those things doesn't replicate to the server.
Good To Know..
same for values i believe
Doesn't really change anything.
yes sir
sir gud vid
yes yes yes
YES
Bro is the online embodiment of skibidi toilet kids
@@scriptshowcasechannel4515 ?
what are u trying to mean
and if ur trying to say me a skibidi toilet fan im not
wahh it didn't go rainbow mode :((((( the like button
i think its at the end of videos
what's the channel's discord server?
Should be in the pinned comment
hehehehe
the like button didn't light up for me
Soft bodies in the future?
wdym there are no soft bodies
I think it will never be possible in roblox
I think developers could fake soft-body shapes using rigged meshes with SmartBone. Usually, that module is used for hair and capes, but it's probably pretty versatile.
@@epixerty Put bones in a mesh and some scripts then ur gonna have soft body mesh
@@Vorthex3 yeah i know but you can't make efficient softbodies because roblox doesn't have that feature
I love watching on mobile (it doesnt work there)
It works if you use the mobile website
@@susguy446 ok but who does
@@namething-qy5rq I use it
how long have you been scripting
3 years I think
@@byteblox100 then how on EARTH did you not immediately understand that the part:HasTag("Button") caused the script not to work
I learned tags like two days ago lmao
@@byteblox100 return too?
learning tags isn't an excuse, that type of statement is widely used lmao
the like and subscribe button doesnt glow for me
search up 'rainbow subscribe and liek button' or 'smash that like button' and you might find somethin
Dude do you know return does? Bruh.
Yeah it returns or smth
@@byteblox100 I think return returns or somethin
@@byteblox100The return keyword stops code execution, which kept Roblox from connecting that function to the click event in the video.
Usually, *return* is useful when writing functions or OOP class methods. It not only provides an easy way to keep the function from running if an invalid argument is given to it, but also lets the function give back data to its caller.