Global Functions: Difference between revisions
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If you're in a ScriptBuilder, you can exit that script and open a new one. Put this in it: | If you're in a ScriptBuilder, you can exit that script and open a new one. Put this in it: | ||
<pre>Bob.Torso:Remove()</pre> | <pre>_G.Bob.Torso:Remove()</pre> | ||
run that script, and Bob's torso gets removed! Why? Because the _G[] | run that script, and Bob's torso gets removed! Why? Because when we made the assignment using _G["Bob"]=, we are creating an entry in the _G table, and we can reference that entry by calling "_G.Bob". | ||
== Getting a global function == | == Getting a global function == |
Revision as of 19:55, 23 September 2010
Introduction
Have you ever wondered how things like :Remove() and :Clone() always work, even though you've never indexed it? Here's how.
How a global command works
If you know how to use the _G[] (global) command, this might come more easily to you than others. This is basically how a global command works:
_G["Bob"] = game.Workspace.Bob
If you're in a ScriptBuilder, you can exit that script and open a new one. Put this in it:
_G.Bob.Torso:Remove()
run that script, and Bob's torso gets removed! Why? Because when we made the assignment using _G["Bob"]=, we are creating an entry in the _G table, and we can reference that entry by calling "_G.Bob".
Getting a global function
_G["Lazer"] = function(person) person.Torso:Remove() end
Now exit that script, and run this script:
Lazer(game.Workspace.Bob)
If your character's name is "Bob," you should have your torso removed.