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| 15 May 2014 03:25 PM |
that actually works
Mahshallah | married to bloodsport |
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| 15 May 2014 03:25 PM |
yes turn on the property 'FilteringEnabled' in workspace
and then realise you have to edit every script in order to work with it
but it assures no exploits
-{===>SS |
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| 15 May 2014 03:26 PM |
what type of edits does it relate to
admin commands?
Mahshallah | married to bloodsport |
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sleetwolf
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| 15 May 2014 03:27 PM |
| im curious to this as well |
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| 15 May 2014 03:28 PM |
no lol
What FilteringEnabled does in a nutshell is; a client (your PC running Roblox) can't alter anything in Workspace anymore. This also breaks a lot of existing stuff like most guns. Because most guns add a part in the Workspace when you fire (the ray you summon).
So you'd have to find a workaround to that. But it would assure no exploits.
-{===>SS |
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MRMCC7
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| 15 May 2014 03:30 PM |
ah, you should use that to fix the gun exploiters at indigo, SS
add me on skype at "themrmcc" or XF at "legionofsalz", please, i'm so lonely |
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| 15 May 2014 03:31 PM |
ohhh
we are a sword clan, guess we are fine
however i think the holographic simulations wont work with that
Mahshallah | married to bloodsport |
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Locard
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| 15 May 2014 03:31 PM |
| One good way to counter this would be to use a universal script that works with everyone's guns. This can be a hassle though, because the server cannot access the player's mouse at all. |
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| 15 May 2014 03:33 PM |
thing is; you don't want guns to be controlled on the server. You don't want a 2 second delay between shots.
so you'd have to make it so that the actual shooting part happens on the local side, while the effects like rays go via the server.
-{===>SS |
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Vesperus
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| 15 May 2014 03:39 PM |
agreed
however much effort could prevent of disgusting actions
Mahshallah | married to bloodsport |
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| 15 May 2014 03:45 PM |
Buuuuut... this would work for say places that have no tools or click detectors, just where you walk around? |
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| 15 May 2014 03:46 PM |
yeah if you never edit the workspace in-game with tools etc. at all (if its a showcase or something) definitely turn FilteringEnabled on
-{===>SS |
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| 15 May 2014 03:46 PM |
hm I have yet to try it on meadows.
Mahshallah | married to bloodsport |
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bohdan77
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| 15 May 2014 03:48 PM |
| The preferred method for shooting 'bullets' Would be to create it client-side, AND serverside. So the user firing notices no delay. |
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| 15 May 2014 03:50 PM |
Yeah although that would result in 2 parts per shot because you can't *exclude* the client only. Modern games have that, like Halo etc. but in Roblox that's pretty darn hard (and inefficient) without some workaround.
-{===>SS |
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bohdan77
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| 15 May 2014 03:51 PM |
| Who cares if there's two shots? They would be in the same place. |
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| 15 May 2014 03:51 PM |
| Wiuld both shots do damage? |
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| 15 May 2014 03:52 PM |
err there would be clipping + you would notice the other part getting added later and removed later - not exactly pretty
-{===>SS |
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| 15 May 2014 03:52 PM |
no rays are just cosmetics
-{===>SS |
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| 15 May 2014 03:53 PM |
| Oh, kinda like the massive raycast lag in early 2013? |
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bohdan77
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| 15 May 2014 04:00 PM |
| Parts in the exact same position don't really clip. And if you work with the expected delay between the server, there would be no flickering issues. |
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