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1WOOF1
#63572318Tuesday, February 28, 2012 8:57 AM GMT

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blueymaddog
#63572998Tuesday, February 28, 2012 11:47 AM GMT

blueymaddog to the rescue!!! you could add a parser function to edit all GUI's at once. eg: tab = {player's GUI's here listed} function Parse(code, varname) local varname = varname or "gui" for _,g in pairs(tab) do coroutine.resume(coroutine.create(function() loadstring("local "..varname.." = g "..code)() end)) end end end Parse([[gui.Size=UDim2.new(1,0,1,0)]]) --default GUI variable is 'gui' Parse([[box.Text = "TROLOLOL" wait(2) box.Text="..."]],"box") --second parameter sets the GUI var to 'box' and yes, you can add waits and loops into the parser.
1WOOF1
#63573171Tuesday, February 28, 2012 12:04 PM GMT

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noobkid
#63574515Tuesday, February 28, 2012 2:06 PM GMT

No point to use local variables on a loadstring since it returns a function ex; this; local a="HI" print(a) >HI Using loadstring loadstring("local a='HI'") print(a) >nil
RATEXmegaGAMER
#63577322Tuesday, February 28, 2012 5:02 PM GMT

Using a loop that runs every frame to sync the GUI's. [Gamer for life]
cody123454321
#63577416Tuesday, February 28, 2012 5:08 PM GMT

just add a boolean value to it. when you give the player a gui, or a player enters the game, make a command that will allow you to set it to false. Also, you can put some tweaks into it for non breaking script, like if you spell a name wrong, it doesnt break. example: game.Players.you.Chatted:connect(function (msg) if (string.sub(msg,1,4) == "add/") then play = (string.sub(msg,5,100)) search = game.Players:FindFirstChild(play) kind = search if (kind.BooleanVal.Value == false) then kind.BooleanVal.Value = true elseif (kind.BooleanVal.Value == true) then kind.BooleanVal.Value = false end end end)
blueymaddog
#63611509Wednesday, February 29, 2012 10:32 AM GMT

@WOOF, oh, I though you meant it to be the same... just insert the GUI into each player using a loop.
blueymaddog
#63611524Wednesday, February 29, 2012 10:35 AM GMT

'No point to use local variables on a loadstring since it returns a function ex; this; local a="HI" print(a) >HI Using loadstring loadstring("local a='HI'") print(a) >nil' except that I was only using the localized variable inside the loadstring()() code, so my code was perfectly valid. eg: loadstring([[local a = "Hi" print(a)]])
blueymaddog
#63611535Wednesday, February 29, 2012 10:38 AM GMT

oops, forgot parenthesis at the end: loadstring([[local a = "Hi" print(a)]])() >Hi

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