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| 16 Feb 2016 11:06 PM |
Local as in local parts. Only the client can see their player but other people can't. Is this possible or do I have to just make each player invisible?
Placing their characters in their current camera doesn't really work with FilteringEnabled... |
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| 16 Feb 2016 11:07 PM |
Instance.new a bunch of parts client sided with FE on.
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| 16 Feb 2016 11:09 PM |
| Yeah I was thinking of that but hoping for an easier shortcut. |
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| 16 Feb 2016 11:14 PM |
| Try having the server parent them to nil and the client parent them to Workspace. |
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| 16 Feb 2016 11:22 PM |
| Just tried that. Doesn't work. Server overrules both decisions no matter what order they are in and just nils the character out of existence. Even with cloning on the local side. |
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| 16 Feb 2016 11:25 PM |
I didn't mean do it at the same time
Have the client get a reference of the player and then tell the server its ready
Have the server parent the character to nil, and tell the client
Have the client parent the character to game.Workspace
Although I believe characters might replicate regardless of filteringEnabled so you could also create a local model in game.Workspace and put the character there after it was nil instead. |
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| 16 Feb 2016 11:27 PM |
| I just tested it and it worked flawlessly, no need for a local model. |
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| 16 Feb 2016 11:28 PM |
| Ok yeah it works now that I tell the server to do it first after getting the reference in local script and waiting for server to finish then parent it back. It breaks some of my scripts but it actually works. You're a genius thank you |
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