how is a module “called”
like for remote events its something like RemoteEvent:FireClient
local module = require(module)
like say
–code
(insert the code in the module here)
–more code
-local Module = require(Module)
-code
-Module.Start()
-more code
like that, right?
It’s just like SoT’s kraken
YESSSSSSS
WE DID ITTTTTT.
I have wanted pve clans since WOM. The day is finally coming.
i wonder if they claim an island if pvp clans can take it or nah
(since you’re a tester,) could you ask rayman if he could do a “minor features” showcase of like the fs rework, weapon jewelcrafting, new chat system when that’s finished, shipwrecks, etc
I had another suggestion but i forgot it
yes and no. this would work if you had a module with the function .Start() in it, otherwise it would error. its kinda hard to explain succinctly so if you really want just make a topic or something and i can explain better
anyway pve clans and pvp off switch !!!
Nah. I’d fight it if thats the case. I think pve clans shouldnt be able to claim a whole lotta islands, but in turn their claims are uncontestable. Their cannons dont shoot anyone, their walls dont block anything, etc etc.
Talking in RFAO is one thing, but the answer to this is literally in the post they’re commenting about
I hope there is a way to convert clans to guilds. Complete clan purge is good enough too if its not possible
nice (I only skimmed the qna doc for release dates and arcanium)
Tbh I’d love to see sweaty and toxic PvP clans scream and fume after losing their infamy
Would be appropriate since its going to be full release to be honest
Cough cough
Some of that infamy is illegal, so uh…yeah… please wipe infamy on full release.
Cough cough
May I offer you some coughing pills in these trying times?