devXeras
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| Joined: 13 Jun 2015 |
| Total Posts: 5528 |
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| 27 Dec 2015 07:44 PM |
What the heck? Noclip, Fog, etc. |
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| 27 Dec 2015 07:45 PM |
| FE can't protect from noclip |
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| 27 Dec 2015 07:46 PM |
That, or people just don't implement it right.
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devXeras
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| Joined: 13 Jun 2015 |
| Total Posts: 5528 |
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| 27 Dec 2015 07:47 PM |
| I implemented it correctly. |
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chimmihc
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| Joined: 01 Sep 2014 |
| Total Posts: 17143 |
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| 27 Dec 2015 07:48 PM |
FE doesn't prevent or protect against exploits.
It just localizes almost everything. |
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devXeras
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| Joined: 13 Jun 2015 |
| Total Posts: 5528 |
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| 27 Dec 2015 07:49 PM |
Well, there was Fog the first time but when I enabled FE there wasn't.
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| 27 Dec 2015 07:51 PM |
| What does that even mean? Do you have a script that's supposed to turn on fog? Is it a local script? |
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devXeras
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| Joined: 13 Jun 2015 |
| Total Posts: 5528 |
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| 27 Dec 2015 07:54 PM |
Was hosting a Tournament (event) first time the game wasn't FE. So it got exploited with Fog, Ambient, :kill all, etc.
Second time only Noclip happened, which was weird. For me I could walk on bricks but if I used say... :btools to edit/move a brick and if someone else walked on it they'd fall right through it.
Also It was an FFA, so when I gave swords everyone and gave health and it was time to fight no one could damage people except me. |
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| 27 Dec 2015 07:57 PM |
FE breaks a lot of legacy scripts that aren't built for FE. It's a shame it had to be that way. :c
Pretty much everything but Roblox uses some form of filtering or another, Roblox was the odd one out until FE. So it was sort of an unprofessional and messy way of doing things. With FE, you are forced to learn more "proper" management and such. |
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chimmihc
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| Joined: 01 Sep 2014 |
| Total Posts: 17143 |
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| 27 Dec 2015 07:58 PM |
"Second time only Noclip happened, which was weird." -- not weird at all, it's FE making their lighting changes local
"For me I could walk on bricks but if I used say... :btools to edit/move a brick and if someone else walked on it they'd fall right through it." -- not weird at all, it's FE making your changes local |
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| 27 Dec 2015 07:59 PM |
@jarod
the idea of not having a FE-like system in ROBLOX (before it was made) was it makes the environment more constant across all clients |
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Xsitsu
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| Joined: 28 Jul 2009 |
| Total Posts: 2921 |
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| 27 Dec 2015 08:00 PM |
It's probably just because your tournament place is poorly made and needs to rely on changes made by clients replicating to the server, which FE explicitly prohibits.
For example, I'm going to assume that the btools you got ran only on your client and so when you made new parts for you they didn't replicate to the server because FE was enabled. You ended up creating new local parts that only existed for you, because the server simply ignored the changes your client made. |
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| 27 Dec 2015 08:00 PM |
| Like chimmic said, your admin script is broken (as in doesn't work with FE) |
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devXeras
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| Joined: 13 Jun 2015 |
| Total Posts: 5528 |
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| 27 Dec 2015 08:01 PM |
| Okay, thank you for the explanation. I guess it was because of the FE. |
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| 27 Dec 2015 08:02 PM |
> it was because of the FE.
No, it was because of your broken scripts |
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Tyokii
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| Joined: 18 Sep 2009 |
| Total Posts: 754 |
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| 27 Dec 2015 08:08 PM |
FE can't protect against teleporting, noclip, fogend, and a few others I believe.
#code Instance.new("ManualSurfaceJointInstance", game.Players.LocalPlayer) |
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| 27 Dec 2015 08:09 PM |
"because of your broken scripts"
Obsolete is more fitting. No, obsolete implies there is a better version or replacement now. I highly doubt anyone has a decent set of admin commands for FE. They probably do, but it would be hard to find and not popular at all.
Perhaps "Outdated". |
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| 27 Dec 2015 08:14 PM |
There's no reason that *any* admin command script shouldn't work with FE. No local scripts should be used, unless you want fancy GUIs and stuff.
http://www.roblox.com/Basic-Admin-Commands-item?id=321037523
It's pretty barebones, and you're supposed to add commands yourself. But hey, it's something. |
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| 27 Dec 2015 08:31 PM |
Okay, good point.
On the other hand, a lot of them access PlayerGui which DOES require LocalScripts, so yeah, LocalScripts should be used. |
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| 27 Dec 2015 08:52 PM |
> access PlayerGui which DOES require LocalScripts
You can index each players' PlayerGui from a serverscript. LocalScript should only be used to get player input (keyboard, mouse, touch, etc.) and when it doesn't matter if the client changes it using cheat engine or whatever, e.g. GUIs. If I hack to make my GUIs blue, it doesn't matter, and there's not point spending valuable server resources on tweening the players' menus |
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| 27 Dec 2015 08:57 PM |
You cannot access the PlayerGui from the server...
not with FilteringEnabled on |
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| 27 Dec 2015 08:58 PM |
Speaking of exploits... In theory I could make a c++ file that loads a lua script into the program and then I would inject the file into the robloxbetaplayer.exe process (attaching files to processes is good apparently) |
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| 27 Dec 2015 09:00 PM |
| and you shouldn't be manipulating interfaces from the server anyway. |
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Lametta
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| Joined: 07 Jul 2012 |
| Total Posts: 7302 |
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| 27 Dec 2015 09:03 PM |
| To solve the noclipping problem, lock all of your parts. |
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| 27 Dec 2015 09:04 PM |
"To solve the noclipping problem, lock all of your parts." How would locking parts prevent a local pyschics-related exploit (which still works with filtering on because local psychics are replicated to the server)? |
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