FishEye18
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| Joined: 11 Nov 2012 |
| Total Posts: 2326 |
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| 23 Jul 2014 11:56 PM |
| How can I change a users fog to be different, ex a half blind effect on one person but not others. |
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| 23 Jul 2014 11:57 PM |
| Last year I checked there wasn't local lighting. It's impossible? |
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FishEye18
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| Joined: 11 Nov 2012 |
| Total Posts: 2326 |
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nomer888
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| Joined: 13 Feb 2010 |
| Total Posts: 551 |
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| 24 Jul 2014 12:00 AM |
http://www.roblox.com/LocalLighting-place?id=100288339
No clue if it still works. |
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| 24 Jul 2014 12:00 AM |
| Yeah you can make your own fog system, but you can't use ROBLOX's one for your intended purpose. |
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FishEye18
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| Joined: 11 Nov 2012 |
| Total Posts: 2326 |
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| 24 Jul 2014 12:07 AM |
| FilteringEnabled makes it a lot easier ;) |
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| 24 Jul 2014 12:08 AM |
| Notunknown, explain how it works? |
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| 24 Jul 2014 12:11 AM |
| Client changes are not replicated. |
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| 24 Jul 2014 12:12 AM |
| So you could delete the whole map and it wouldn't be deleted for everyone else? |
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| 24 Jul 2014 12:15 AM |
Thinking that now you have to remake every single script ever?
Also, as a side effect it appears that the client creates their PlayerGui, so that does not exist to the server (And as such regular Scripts will not run from it) |
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MHebes
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| Joined: 04 Jan 2013 |
| Total Posts: 2278 |
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| 24 Jul 2014 12:17 AM |
| You don't HAVE to to use FilteringEnabled for local lighting though, I'll come up with something quick. |
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| 24 Jul 2014 12:18 AM |
I have one question how does the changing the float value of 1 million to 0 affect the character through a hex editor. Is the effect achievable via scripting?
It's a exploit people use to go through walls. |
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| 24 Jul 2014 12:18 AM |
| @MHebes: We already settled that, I was merely saying it is much easier. |
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| 24 Jul 2014 12:19 AM |
| That IS an issue with Filtering; it allows players to go through walls easier. However, countermeasures can be enforced to prevent this. |
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cntkillme
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| Joined: 07 Apr 2008 |
| Total Posts: 44956 |
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| 24 Jul 2014 12:20 AM |
'I have one question how does the changing the float value of 1 million to 0 affect the character through a hex editor. Is the effect achievable via scripting? '
It might be the collision-check address. (1 million in decimal or hex? That seems too simple of a number either way) |
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MHebes
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| Joined: 04 Jan 2013 |
| Total Posts: 2278 |
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| 24 Jul 2014 12:20 AM |
| Ok I was just worried he thought he actually had to rewrite all his scripts. He might want to anyways, but :P |
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| 24 Jul 2014 12:22 AM |
| Within the walls put a part that, when a player touches it, kills them. You can then also do some checks to ensure it does not kill non-exploting players (Only works when touching the Torso, check to ensure they are not inside it, etc) |
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cntkillme
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| Joined: 07 Apr 2008 |
| Total Posts: 44956 |
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| 24 Jul 2014 12:22 AM |
| All I know is for the FPS throttle, you can detect that easily using GetRealTimePhysics method (I think that's what it is called at least) |
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cntkillme
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| Joined: 07 Apr 2008 |
| Total Posts: 44956 |
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| 24 Jul 2014 12:25 AM |
| But that doesn't prevent them from simply removing those parts on their end. |
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| 24 Jul 2014 12:27 AM |
| @cntkillme: Do server-side only parts not register collisions with the player, even if they are removed client-side? |
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| 24 Jul 2014 12:29 AM |
"(1 million in decimal or hex? That seems too simple of a number either way)"
You just download cheat engine, search for the value type float, then search 1 million. 3 never changing points that are 1 million, marked by green. You can edit it and if you put it around 0-100 you can go through things, but parts become invisible to you unless your camera is at a certain angle |
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