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DrWarrenVidic
#52817174Sunday, August 14, 2011 10:38 PM GMT

[ Content Deleted ]
SDuke524
#52817418Sunday, August 14, 2011 10:41 PM GMT

e - mail. ~Vote For SDuke524 2012~
blocco
#52817430Sunday, August 14, 2011 10:41 PM GMT

base 64
LocalChum
#52817507Sunday, August 14, 2011 10:42 PM GMT

base16
Jazzyforcefield
#52818650Sunday, August 14, 2011 10:58 PM GMT

Free Models. Save the script as a model and change it to [NAME].lua and do the same thing?
dmaster7
#52818874Sunday, August 14, 2011 11:00 PM GMT

What exactly is Base64?
XlegoX
#52818963Sunday, August 14, 2011 11:01 PM GMT

"Free Models. Save the script as a model and change it to [NAME].lua and do the same thing?' Except that a Plugin is more than just a script, it's a collection of many script and image files.
blocco
#52819219Sunday, August 14, 2011 11:05 PM GMT

But there's no use for tons of image files. Yet. If and when they add support for resource integration, I predict image file counts will increase.
XlegoX
#52819697Sunday, August 14, 2011 11:11 PM GMT

"If and when they add support for resource integration" What I would suggest as an API: local res = Plugin:GetResourceString("image / mesh / script / sound") Where "res" contains a string that can be used like any other asset-id. It does this by creating a new copy of the asset in the asset-cache directory with a name based on a hash of the name/contents of the original.
blocco
#52819855Sunday, August 14, 2011 11:12 PM GMT

So... perhaps they'd create a new protocol also, except they'd create a hash linked to a cached asset that is your resource? Like rbxres://hashHere
[rfa#hidefromsearch]
#52820146Sunday, August 14, 2011 11:16 PM GMT

[rfa#hidefromsearch]
EMAN381
#52820858Sunday, August 14, 2011 11:27 PM GMT

Just say the script outloud.
TheNickmaster21
#52821586Sunday, August 14, 2011 11:37 PM GMT

@Quenty yesh :3 ~Big brother is watching~
XlegoX
#52821688Sunday, August 14, 2011 11:39 PM GMT

@blocco It would have to be done with some AP{I of the Plugin like I described. They couldn't do something like "plugin://filename.ext", because that way the resource loader would have no idea which plugin is being referred to. The implementation is already there to push an asset into the cache (It used to be used by the things when you used a file-path, rather than an asset-id), so it would likely be trivial to make a function to access that implementation in the Plugin object.
QwertygiyII
#52822582Sunday, August 14, 2011 11:51 PM GMT

@XLEGOX You're forgetting that all the plug-ins are in one folder. So you could have plugres://WeldPlugin/Icon.png or something like that.
XlegoX
#52823514Monday, August 15, 2011 12:04 AM GMT

That's an ugly solution, both because it makes the code in the plugin dependent on the name of the plugin, and because it makes it so that the "built in" plugins have to be treated differently than the normal ones.

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