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| 09 Dec 2014 04:34 PM |
So I decided to take a look at FilteringEnabled on the wiki and I think I understand it but I figured I'd go ahead and ask about it anyways just to make sure.
So from what I understand... When FilteringEnabled is enabled, the Server can communicate freely to the client, but the client must communicate to the server using RemoteEvent and RemoteFunction, correct?
Yes? No? How else can I get the client to communicate to the server? |
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| 09 Dec 2014 04:48 PM |
No. Neither can communicate freely without using RemoteEvents/RemoteFunctions. There are two functions: :FireClient() and :FireServer(), and two events: .OnServerInvoke and .OnClientInvoke. Use the correct one accordingly.
The server can sort of communicate to the clients as you said. Such as when you update a Cash IntValue inside the Player, and a LocalScript reads the IntValue and updates the gui. That would work with FilteringEnabled. However, the Server can't access things like PlayerGui's. For that you would need to use RemoteEvents/RemoteFunctions.
Hope this helps :D. |
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| 09 Dec 2014 05:06 PM |
Well, about using a LocalScript in the Backpack and the GetMouse() method?
If FilteringEnabled is on, can I still click on parts in workspace? I mean, I would imagine that I would still have to use the RemoteEvent to actually do anything with it, but what I mean is will it still register if I only have a print or something?
Like if I have a Print("asdf") after clicking on a part with the LocalScript, will it still print if FilteringEnabled is on? |
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| 09 Dec 2014 09:50 PM |
Ok so I went ahead and tried it and yes, I can do that.
Ok so now I know that I can still do local things with a LocalScript and FilteringEnabled, and I can still do server things with Server scripts. However, in order to do server things with LocalScript or local things with Server scripts I must use RemoteEvent.
Now that I understand it better, it doesn't feel so limiting. |
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| 10 Dec 2014 05:22 PM |
| Yeah. Once you get FilteringEnabled, it's not limiting at all, you just have to work around the short delay the Wiki talks about. |
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| 10 Dec 2014 05:34 PM |
| What short delay? I didn't read anything about a short delay. O_o |
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| 10 Dec 2014 06:52 PM |
There's a delay of .5-1.5 seconds with RemoteEvents/Functions with FilteringEnabled. Read the Wiki article "Fighting Lag".
It's overall minor though, and you usually don't have to worry about it. |
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| 10 Dec 2014 08:45 PM |
Idk about that. In a tower defense a second can mean the difference between killing all the creeps in the map or letting a couple slip past.
I suppose I can bypass the filter and try to rely on video/picture evidence of abusive players and just ban them. |
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| 10 Dec 2014 11:25 PM |
| I think it's rare that it's 1.5 seconds. The average is .3 seconds. |
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