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| 09 Apr 2015 09:41 AM |
This is inside a serverscript in workspace, and i'm sure this worked in server yesterday.
for _,v in pairs(game.Players:GetChildren()) do v.PlayerGui:WaitForChild("Stats") v.PlayerGui.Stats:WaitForChild("Record") if script[v.Name] then script[v.Name].Score.Value = v.PlayerGui.Stats.Record.Value end end |
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| 09 Apr 2015 09:45 AM |
I don't think Scripts have access to things in PlayerGui. Also, don't test in Play Solo, test in a Studio test server, on the "Test" tab. |
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| 09 Apr 2015 09:47 AM |
| That's what i'm doing, this is why im asking for help. |
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| 09 Apr 2015 09:48 AM |
| When FilteringEnabled is enabled server-scripts aren't allowed to manipulate player' PlayerGui's. Because, if they did, then it would be giving clients access to the server script. |
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| 09 Apr 2015 09:49 AM |
| I'm not manipulating the gui, i'm reading from it. I'm almost certain this worked yesterday. |
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nomer888
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| Joined: 13 Feb 2010 |
| Total Posts: 551 |
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| 09 Apr 2015 09:50 AM |
| The server doesn't even know the player has any GUIs at all with FE. |
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| 09 Apr 2015 09:52 AM |
| If the server did, then the client could easily use that to exploit. |
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nomer888
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| Joined: 13 Feb 2010 |
| Total Posts: 551 |
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| 09 Apr 2015 09:53 AM |
| What danger is there in the server knowing of client goings-on? I don't quite understand. |
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| 09 Apr 2015 09:54 AM |
| I don't know really, I just heard. |
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| 09 Apr 2015 10:00 AM |
What are you guys talking about?
The server can still access everything the player can. But some children are not replicated from the player to the server. As long as "Stats" is created server-side, this script should work.
~The herp lerped a derp~ |
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Cuyler
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| Joined: 27 Feb 2006 |
| Total Posts: 3784 |
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| 09 Apr 2015 10:02 AM |
| Since the client needs direct access to the local PlayerGui, it would have to be modifiable by the client, therefore defeating the entire purpose of FilteringEnabled. |
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