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incredy
#85704907Sunday, December 30, 2012 5:51 PM GMT

Sorry for the title, but I found out most of you ignore my posts. Ever had a virus but can't delete it, because it's invisible [Nil]? Well, here's a solution! We would have a new tab under "Explorer", located at "View". Simply, when you click it, A new tab will be shown next to the Explorer section. The nil Explorer would be the same as the Normal explorer, but it will show all nill too. IF NIL EXPLORER IS HARD TO MAKE, THEN LOOK DOWN. It would be a icon next to the Ungroup Icon. Simply, click it and it will show all the hidden things in the Explorer. Meh, If you SUPPORT, then OKAY. Meh, If you DON4T SUPPORT, Then, meh, reason.
boomer549
#85705023Sunday, December 30, 2012 5:53 PM GMT

... I'm sorry, what? I have no idea what you have said. This seems more of something for the Internet people, like IE, or MZFF.
incredy
#85705115Sunday, December 30, 2012 5:54 PM GMT

*Facepalm*, I need builders, not people that doesn't know anything about scripting. -.- ~If someone betrays you once, it's his fault. If someone betrays you twice, it's your fault.~
Espithel
#85705165Sunday, December 30, 2012 5:55 PM GMT

Is this one of those viral scripts in free models? Always save before using a free model. So if it's a bad free model, you can just quit and no progress lost. Or you could just look for a script virus vaccine.
incredy
#85705612Sunday, December 30, 2012 6:01 PM GMT

Its going to be a bit redicilous to keep saving when placing free models. :d ~If someone betrays you once, it's his fault. If someone betrays you twice, it's your fault.~
incredy
#85705635Sunday, December 30, 2012 6:01 PM GMT

You can't just remove nil scripts. ~If someone betrays you once, it's his fault. If someone betrays you twice, it's your fault.~
cobalt10
#85705895Sunday, December 30, 2012 6:05 PM GMT

I always thought setting the parent to nil removed the object from the game, as in the script would cease to function because of it? Or is this just some cheating way of calling :remove without actually calling :remove? Anyway, when you set an object's parent to nil, you've literally set it's parent to nothing. As in, it has no parent. The object would still have to be *somewhere* inside of the game and, therefore, be able to be indexed provided to client has enough permissions to view where ever it went. So, support. It would certainly be possible, provided I understand this correctly. ~ Ivegottogodosomething!
incredy
#85706099Sunday, December 30, 2012 6:08 PM GMT

Thank you!! ;d Finally sopmeone understands this! I messed up the title, I should keep it a bit clean. ~If someone betrays you once, it's his fault. If someone betrays you twice, it's your fault.~
incredy
#85706106Sunday, December 30, 2012 6:08 PM GMT

Thank you!! ;d Finally someone understands this! I messed up the title, I should keep it a bit clean. ~If someone betrays you once, it's his fault. If someone betrays you twice, it's your fault.~
mooble
#85706427Sunday, December 30, 2012 6:12 PM GMT

I agree. It'll help keep a backup of accidentally deleted objects, things that have fallen out of existence, and expand the knowledge of Nil. Only problem is that we don't know whether Nil deletes the objects or stores them in memory. If it deletes them, then it won't have much use. If it stores them in memory, then it will work.
incredy
#85724976Sunday, December 30, 2012 10:01 PM GMT

Bump. (`・ω・´)
incredy
#85728946Sunday, December 30, 2012 10:45 PM GMT

Bump. (`・ω・´)
incredy
#85891279Tuesday, January 01, 2013 2:46 PM GMT

Bump. Happy newyear! (`・ω・´)
incredy
#85891282Tuesday, January 01, 2013 2:46 PM GMT

Bump. Happy new year! (`・ω・´)
Sniper55667
#85891384Tuesday, January 01, 2013 2:48 PM GMT

simple, don't use free models.
incredy
#85907270Tuesday, January 01, 2013 6:39 PM GMT

Ow really? Say that to the whole community. Not me only. Before you start giving short "answers", think about what you say, simply saying "Simple, don't use free models", isn't enought. I see it as a invalid reason. And this thread isn't just about free models, [Look a bit above]. Go check where your part goes when it falls off your base. It has no parent anymore, but is still in memory, SOMEWHERE. (`・ω・´)
CrazyKilla15
#85907652Tuesday, January 01, 2013 6:44 PM GMT

support and when an object is in nil, that is basicly removing it, but it can be brought back if it has a variable, like if a = game.Workspace.pie and you made a.Parent = nil then it could be brought back again and scripts that are put into nil can STILL RUN their are plenty of scripts that take advantage of being able to run n nil, like player orbs(camball), those work even when you have been placed into null(banned) in a game and the scripts go into nil so nothing can change or remove them this would be a very useful feature to add
backupaccount09
#85907728Tuesday, January 01, 2013 6:44 PM GMT

"Sorry for the title, but I found out most of you ignore my posts." There's a reason for that. "I'm not raiding, I'm on a day trip to your armoury" - x001
cobalt10
#85907987Tuesday, January 01, 2013 6:48 PM GMT

> but it can be brought back if it has a variable, like if a = game.Workspace.pie and > you made a.Parent = nil then it could be brought back again Incorrect. If you set a variable first, then move the object the variable pointed too afterwards, the variable will not auto-update itself and therefore any time you try to reference that variable again it will through out and object nil error. That's not the same as bringing an object back from nil. ~ Ivegottogodosomething!
cobalt10
#85908035Tuesday, January 01, 2013 6:48 PM GMT

God, I made too many typos in that last post. ~ Ivegottogodosomething!
incredy
#85908953Tuesday, January 01, 2013 6:58 PM GMT

Lol. (`・ω・´)
CrazyKilla15
#85908989Tuesday, January 01, 2013 6:59 PM GMT

try this script it is still recovered from nil just fine a = game.Workspace.Wedge1 a.Parent = nil wait(2) a.Parent = workspace wait(1) game.Workspace.Wedge1.Parent = nil wait(2) a.Parent = workspace
CrazyKilla15
#85910043Tuesday, January 01, 2013 7:10 PM GMT

i also just tested it with 2 scripts, one sets the variable and does test1(putting a to nil and back) then it waits for script2 to do test2(put the object in nil VIA game.Workspace.Wedge1) then script 1 puts a back into workspace to do the test run them at the same time script one a = game.Workspace.Wedge1 a.Parent = nil wait(2) a.Parent = workspace wait(1) wait(6) a.Parent = workspace script two wait(4) game.Workspace.Wedge1.Parent = nil
cobalt10
#85911830Tuesday, January 01, 2013 7:29 PM GMT

The last time I attempted to do this, it hadn't worked. Now I all have to do is figure out why. I'll just assume it was because I forgot to anchor the brick or something and call it a day. ~ Ivegottogodosomething!

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