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Re: Is there any sort of "ServerStorage" for Clients?

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galisprayo is not online. galisprayo
Joined: 20 Jan 2008
Total Posts: 3271
07 Feb 2014 07:14 PM
Obviously it wouldn't be called ServerStorage, maybe it would be called ClientStorage, but I am curious if there is a service made for clients to store parts in rather than in Lighting. Lighting works fine, but it would be nice to have a separate category.

Thanks!
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cntkillme is not online. cntkillme
Joined: 07 Apr 2008
Total Posts: 44956
07 Feb 2014 07:20 PM
ReplicatedStorage
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galisprayo is not online. galisprayo
Joined: 20 Jan 2008
Total Posts: 3271
07 Feb 2014 07:22 PM
ReplicatedStorage would send my parts to the server and other clients, I'd assume, so I don't want to use that.

Anyway, I found that I can use game:GetService("ServerStorage") on the client and I am able to use that to hide parts locally, so I guess this is solved.
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cntkillme is not online. cntkillme
Joined: 07 Apr 2008
Total Posts: 44956
07 Feb 2014 07:26 PM
No, you can not use ServerStorage on the clients, you are probably testing this on play-solo.

And Lighting works pretty much the same as ReplicatedStorage
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galisprayo is not online. galisprayo
Joined: 20 Jan 2008
Total Posts: 3271
07 Feb 2014 07:46 PM
I'm using ServerStorage in Online mode and it's working fine.
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cntkillme is not online. cntkillme
Joined: 07 Apr 2008
Total Posts: 44956
07 Feb 2014 07:51 PM
From a local script?
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galisprayo is not online. galisprayo
Joined: 20 Jan 2008
Total Posts: 3271
07 Feb 2014 07:56 PM
Yeah, in a LocalScript I use this code to create a ServerStorage service:

if game:FindFirstChild("ServerStorage") == nil then
game:GetService("ServerStorage")
end

then later I can set anything's parent to game.ServerStorage and it works.

I have a bunch of parts cloned into a new Camera so that they are Local Parts, then later when I need to, I move them to ServerStorage so that my player doesn't see them, but other players do. It works just like it should. Pretty neat.
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galisprayo is not online. galisprayo
Joined: 20 Jan 2008
Total Posts: 3271
07 Feb 2014 07:57 PM
I guess that nil check isn't necessary.. oh well :P
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