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xEnforcer
#163866816Saturday, June 06, 2015 5:56 PM GMT

how would you overwrite a newly made script's code? I used the instance.new function for a script, now how would I assign code to the new script? [There goes my post count :) ]
morash
#163866940Saturday, June 06, 2015 5:57 PM GMT

You can't.
Semaphorism
#163867043Saturday, June 06, 2015 5:59 PM GMT

I don't understand what you're trying to explain.
xEnforcer
#163868782Saturday, June 06, 2015 6:21 PM GMT

local newTIMEWeaps = Instance.new("Script", game.Workspace.GunMainframe["Pack"..player.userId]) newTIMEWeaps.Name = "Script" how would you change the scripts code? [There goes my post count :) ]
Adive
#163868864Saturday, June 06, 2015 6:22 PM GMT

You can't [2]
SatanVIII
#163868881Saturday, June 06, 2015 6:22 PM GMT

Why are you making a script to then create another script and edit it? -/I can't drown my demons they know how to swim\-
ImFarley
#163873518Saturday, June 06, 2015 7:20 PM GMT

I was quite sure that you could use some string functions to write (Ilbeit inefficiently), to another script? Much love -GO
Adive
#163873961Saturday, June 06, 2015 7:26 PM GMT

ImFarley
#163874060Saturday, June 06, 2015 7:27 PM GMT

Eh. If that's the route he wants to talk so be it. Much love -GO
xEnforcer
#163885872Saturday, June 06, 2015 9:56 PM GMT

w-e I'll work around it thought there was a way :/ [There goes my post count :) ]
SpeedyJZoel
#163886660Saturday, June 06, 2015 10:04 PM GMT

You could clone a script with a load string and then define the loadstring with a string value inside said script. ie inside your first script: x=script.Script:clone() x.Parent=workspace x.Code.Value="code here" inside the cloned script: loadstring(script.Code.Value) You'd also have to turn on the LoadStringEnabled property in ServerScriptStorage (╯°□°)╯︵ ┻━┻

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