Poine
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| Joined: 14 Aug 2011 |
| Total Posts: 391 |
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| 26 Feb 2016 04:11 AM |
1 - Will Enabling FE change anything else except for LocalScripts not being able to change the server scripts/bricks etc.
2- Will Enabling FE cause LocalScripts to fail to gather information? Like a block's trasparency value etc.
3 - Will Enabling FE cause any lag?
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chimmihc
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| Joined: 01 Sep 2014 |
| Total Posts: 17143 |
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| 26 Feb 2016 05:28 AM |
1. Yes, things in StarterGui that get copied when a player spawns only exist for that player.
2. No.
3. Not really.
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WoolHat
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| Joined: 19 May 2013 |
| Total Posts: 1873 |
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| 26 Feb 2016 05:30 AM |
There are some weird things that FE changes when it probably shouldn't. Click detectors don't work (for the mostpart) and a keepguionrespawn boolean doesn't work as well.
FE still has access to all of the objects that the client can see. So yes, properties can be accessed in local scripts.
For the most part, it will only cause lag if you're using it improperly. But remote functions do have a bit of a delay. |
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kni0002
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| Joined: 20 May 2011 |
| Total Posts: 602 |
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| 26 Feb 2016 06:58 AM |
| Fe does cause some physics lag if theres more then 1 player |
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| 26 Feb 2016 07:10 AM |
| Don't understand why you'd use a client sided script for a global sided service anyway but okay. |
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WoolHat
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| Joined: 19 May 2013 |
| Total Posts: 1873 |
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| 26 Feb 2016 07:30 AM |
| @colbert who/what are ya talking about |
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chimmihc
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| Joined: 01 Sep 2014 |
| Total Posts: 17143 |
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| 26 Feb 2016 08:02 AM |
"Fe does cause some physics lag if theres more then 1 player"
Wrong.
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TimeTicks
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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| 26 Feb 2016 08:10 AM |
"Click detectors don't work (for the most part)"
Wrong. You handle the click detectors client sided.
"KeepGuiOnRespawn"
Isn't such a thing.
"ResetPlayerGuiOnSpawn" will still work
"FE still has access"
This doesn't make sense. FE is a property, not an object or a script.
Server Sided scripts have access to any object under the player but thats it. They don't have access to the PlayerGui, Backpack, etc. |
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hkep
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| Joined: 19 Jul 2014 |
| Total Posts: 550 |
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| 26 Feb 2016 09:45 AM |
FE causes server sided scripts to not see the PlayerScripts object.
What people don't know is that FE actually does. It removes the ClientReplicator under NetworkService, so that there is only ServerReplicator.
Questions:
Does ReplicatedFirst run normally?
Can the server see PlayerGui's children?
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TimeTicks
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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| 26 Feb 2016 09:50 AM |
| No the server can't see playerGu. |
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WoolHat
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| Joined: 19 May 2013 |
| Total Posts: 1873 |
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| 26 Feb 2016 09:57 AM |
@time
It's a miscellaneous variable that I could not recall the name of. So I tried to make its function as clear as possible (accidentally reversed the name, but you still got it!). Disabling the ResetGuiOnRespawn does not work with FE on server tests, and the guis still reset, last I checked. Try it out, that'd help a lot of problems if I'm wrong.
Also, you quoted it so I'm guessing you read it when I said "for the mostpart". That means that there are situations, like the one you described, that do not work as they usually do.
And lastly, did you read question 2? It's asking if local scripts can acquire information from the workspace. They most certainly can.
All of my responses were in order of the questions asked, if that caused any confusion. |
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chimmihc
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| Joined: 01 Sep 2014 |
| Total Posts: 17143 |
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| 26 Feb 2016 10:06 AM |
"What people don't know is that FE actually does. It removes the ClientReplicator under NetworkService, so that there is only ServerReplicator."
Documentation? Because there is still plenty of automatic client-action replication going on with FE on.
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| 26 Feb 2016 10:18 AM |
Remember, lag is not the same thing as latency.
Generally, when filtering is enabled, you will experience higher-than-usual latency due to extended use of RemoteObjects.
Enjoying your stay at the Scripters Forum? Join this! http://www.roblox.com/My/Groups.aspx?gid=2582784 |
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| 26 Feb 2016 10:20 AM |
"Remember, lag is not the same thing as latency."
It's the same thing |
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| 26 Feb 2016 10:29 AM |
It is the same thing, but typically people use latency to refer to slow connection, and lag to refer to low FPS.
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