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| 15 Jun 2014 07:57 PM |
| LocalScript FireServer should send it to the server, then the server send it to the other clients, why doesn't roblox do this? |
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| 15 Jun 2014 08:00 PM |
| While cross-client would be nice, the best workaround there is would to do what you said, send something to the server to hand to another client. |
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| 15 Jun 2014 08:03 PM |
| What i'm asking is why doesn't roblox have it do that automatically |
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flump
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| Joined: 30 Jul 2008 |
| Total Posts: 1039 |
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| 15 Jun 2014 08:31 PM |
| Its probably because client aren't sending data between each other but instead to the server that then sends the data to every other client. in essence doing the workaround that you suggested so there wouldn't be any need to have another function for it |
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| 15 Jun 2014 08:37 PM |
@flump No, clients aren't sending data between each other, but what you just stated is what i said they should be doing, sending the event fire to the server, and the server sending the event fire to the other clients. It's not already happening, which is what you seem to be implying. |
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cntkillme
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| Joined: 07 Apr 2008 |
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| 15 Jun 2014 10:15 PM |
| Roblox isn't p2p, why should they send data to each other? |
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| 15 Jun 2014 10:22 PM |
I don't know about the other two but I get what OP is saying (and shouldn't need to repeat it 3 times), I agree to a point, but none-the-less, we have a workaround. Unless there's some specific reason to not use that workaround right now, we can just go along and use it happily.
It'd be a nice feature for the devs to add in their free time, but otherwise we're fine without it.
Also, cnt, not p2p, player to server to player, he already explained that. |
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| 15 Jun 2014 10:26 PM |
How hard is it to do this e.e?
Sender:
DataTransfer:FireServer(targetPlayer, ...)
Server:
DataTransfer.OnServerEvent:connect(function(sender, target, ...) DataTransfer:FireClient(target, ...) end)
Clients:
DataTransfer.OnClientEvent:connect(function(...) --stuff end) |
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| 15 Jun 2014 10:27 PM |
| Oh, RemoteEvents? No, I'd instead suggest using a new instance (or else they'd be even more confusing) but none-the-less I agree. |
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| 15 Jun 2014 10:28 PM |
| Habit -- I like everything to be compatible with FilteringEnabled. |
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| 16 Jun 2014 12:50 AM |
Aren't RemoteEvents like painfully slow though?
Only reason I'm not making stuff FilteringEnabled compatible -- with RemoteEvents I try to shoot somebody and the damage only comes in 2 or 3 seconds later. |
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| 16 Jun 2014 01:44 AM |
| @SN0X: I believe it used to be slow in the past, but not now. I send the server keypresses and update animations and all's well. Beware though, RemoteFunctions pause the thread they're called from until they return, so if you're using that for input, than no sht it's going to be slow. |
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| 16 Jun 2014 11:48 AM |
The reason i do not want to use that workaround is that the game i am making is ran completely by 1 localscript in the players backpack.
http://www.roblox.com/2D-Game-place?id=86317108 |
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Devoi
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| Joined: 09 Jun 2013 |
| Total Posts: 5387 |
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| 16 Jun 2014 02:18 PM |
if you had a client exploit couldn't you directly do stuff to other clients from their client or am i just babbling about false information |
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| 16 Jun 2014 02:35 PM |
"if you had a client exploit couldn't you directly do stuff to other clients from their client"
No because to get to other clients you would have to go through the server, unless those other clients are running from your computer aswell |
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Oysi
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| Joined: 06 Jul 2009 |
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| 16 Jun 2014 02:54 PM |
"I believe it used to be slow in the past, but not now. I send the server keypresses and update animations and all's well. Beware though, RemoteFunctions pause the thread they're called from until they return, so if you're using that for input, than no sht it's going to be slow."
Best ping I get with roblox servers is like 300 ms. So for me it's slow no matter what they do. |
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