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Roblox networking

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chimmmihc is not online. chimmmihc
Joined: 24 Jul 2014
Total Posts: 2420
30 Aug 2015 10:29 PM
I want the full rundown of Roblox networking people! I SAID I NEED ANSWERS. What is...

-Replicated First/Storage
-Server Storage/Script
-What is a client replicator
-What are there instances and what can they be used for?
-What is fit wring enabled use for? How does it Change the dynamic of the game and or scripts.
-Post wiki links.

I'm a 2010 joiner and just recently got back on after a long break, I need the update and I like conversation. I've done a few stuff on the forums like my generator but I want to make a game and networking is a interest of mine. So give me the full run down and all your knowledge about these topics. Don't be afraid to post forum or wiki links. Cheers guys

Oh and don't let this post die this will be my morning read so if you guys see it dropping please bump :)
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JarodOfOrbiter is not online. JarodOfOrbiter
Joined: 17 Feb 2011
Total Posts: 20029
30 Aug 2015 10:31 PM
All of it can be found just by searching the stuff on Google, esp. if you want wiki links. Even if you didn't, the wiki does explain these pretty well.
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cntkillme is not online. cntkillme
Joined: 07 Apr 2008
Total Posts: 44956
30 Aug 2015 10:33 PM
ReplicatedStorage is a storage container that replicate to clients.

ServerStorage is a storage container that don't replicate to clients.

ServerScriptService is a storage container that can run server-sided scripts, and of course it doesn't replicate to the clients.

ReplicatedFirst is a storage container in which everything is replicated to clients BEFORE anything else.

ClientReplicator is an object that is basically the 'connection' object, IIRC it handles replication.

'-What are there instances and what can they be used for?' wat?

FilteringEnabled makes changes done on the client NOT replicate to the server. You have to rethink your game logic, the client basically has no more power.

Wiki links are on wiki.roblox.com :)
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JarodOfOrbiter is not online. JarodOfOrbiter
Joined: 17 Feb 2011
Total Posts: 20029
30 Aug 2015 10:37 PM
Also, here's something that will be useful for network testing in Studio that seemingly nobody knows about, but should.

http://wiki.roblox.com/index.php?title=Debugging#Test_-.3E_Start
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chimmmihc is not online. chimmmihc
Joined: 24 Jul 2014
Total Posts: 2420
30 Aug 2015 10:43 PM
@Cnt How can these instances be used**

What is replication? What does it mean to replicate to the client?
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cntkillme is not online. cntkillme
Joined: 07 Apr 2008
Total Posts: 44956
30 Aug 2015 10:48 PM
Well they're literally used for storage (more or less). The wiki explains it better.
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chimmmihc is not online. chimmmihc
Joined: 24 Jul 2014
Total Posts: 2420
30 Aug 2015 10:54 PM
Can you access local properties in a server script? Like calling a server side function that index's Local player from a local script? Is that possible?

Thread is still open for tips/good practices related to networking.
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cntkillme is not online. cntkillme
Joined: 07 Apr 2008
Total Posts: 44956
30 Aug 2015 11:05 PM
Nah it'll just be nil (referring to sending a client's mouse or just doing .Players.LocalPlayer from as erver script)
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chimmmihc is not online. chimmmihc
Joined: 24 Jul 2014
Total Posts: 2420
30 Aug 2015 11:12 PM
Mk reason I asked is I'm trying to make a character selection thing and I don't know where to store the scripts. Is it good to store you functions in something Like..
c_main(parented to replicated first)
s_main(parented to server script)

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cntkillme is not online. cntkillme
Joined: 07 Apr 2008
Total Posts: 44956
30 Aug 2015 11:14 PM
What do you mean by character selection, just like "select from a list of these options"? If so then you can do something like:

-> The 'selection' (GUI stuff) is handled on the client
-> When they 'select', send a trigger (invoke a RemoteFunction) in which a server-script would handle the 'selecting character' by cloning a copy of the character to workspace and setting the character property to that (assuming this is what you're doing) and once the function finishes, the client can destroy the GUI.

idk just experiment, different ways to do the same thinsg.
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