AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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| 17 Apr 2016 05:21 PM |
| Is there a way to make stuff in workspace only viewable on the Server, like how in the client with FE you can put stuff into workspace and it won't replicate to anyone else? |
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| 17 Apr 2016 05:54 PM |
| Create a local camera bin for the player. Look at the roblox wiki page about it. |
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AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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| 17 Apr 2016 06:09 PM |
| I said parts only the SERVER can see. |
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Akrx
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| Joined: 06 Mar 2016 |
| Total Posts: 71 |
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AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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| 22 Apr 2016 04:18 PM |
| Parts in workspace only server can see. |
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| 22 Apr 2016 05:00 PM |
Where is the point in this? You could have FE on, make the brick visible, then on every client set it to transparency = 1 |
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AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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| 22 Apr 2016 05:12 PM |
| I'm trying to get parts that the client can't see or access through script, the same way the server can't see or access anything the client makes in FE. |
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AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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| 24 May 2016 04:21 PM |
Bump
Still need to know how to do this. |
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| 24 May 2016 04:22 PM |
| Maybe no one knows how because it's pointless to do so! :^( |
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AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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| 24 May 2016 04:25 PM |
| For my guns, I'm trying to have stuff like bullet sounds run on the client, and that person can't hear it run on the server. Since it's FE, the delay between firing and waiting to hear the sound on the server is a bit long. With something like that I can run the sound locally (and instantly), and then the server runs the sound for everyone else, without the player hearing. |
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| 24 May 2016 04:46 PM |
| You don't need to fire a sound on a server if it's intended for the client. Just fire it from the client in the first place. |
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AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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| 24 May 2016 04:47 PM |
| If I fire it on the client other people can't hear it. |
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| 24 May 2016 04:48 PM |
What you said in your previous post made no sense.
Cut out all the extra stuff and tell me who should and shouldn't hear the sound, and where the sound is being activated from. (Client or Server calling for the sound to be in use) |
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AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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| 24 May 2016 04:52 PM |
(Remember this is all Filtering Enabled) What's possible now: Client fires gun. Recoil happens instantly. Client FireServer to play sounds, so other players can hear it, along with the original shooter. (Problem is that the sound is delayed by a few milliseconds due to RemoteEvent delay)
What I want to do: Client fires -> Plays sound on client Client FireServer -> Server creates a sound that the original player can't hear, but everyone else can, because this sound would be delayed for the original shooter, but it doesn't matter if it's delayed for others by a few milliseconds.
I'm planning to just have all Clients talk to other clients to create muzzle flashes, sounds, etc. I'm fairly positive Phantom Forces does something similar to this, where the server doesn't have much of a role in replication. |
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| 24 May 2016 04:54 PM |
| Fire the server to fire all the other clients to play the noise from the original place. |
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AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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| 24 May 2016 04:56 PM |
I'm going to set up a BindableEvent (or whatever the peer to peer one is), and it'll have instructions like "Create sound, play sound".
I'm not sure if that will create lag or not, because the Client-Server model does the same thing, but since it's through Events it'll probably create more delay because server-client is automated. |
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| 24 May 2016 04:58 PM |
| Do what I said. I guarantee you that's what other FPS's do. |
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AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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| 24 May 2016 05:28 PM |
| Is there a direct way to communicate peer to peer instead of having a Remote event fire the server and then clients? |
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AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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| 24 May 2016 06:54 PM |
I have a bit of a problem.
Whenever you fire the gun, it clones a Billboard gui, and inserts it into the Handle of the gun, and deletes it. This worked fine before, because the server does it, and it replicates to everyone else automatically.
With FireAllClients, each client has to individually clone the gui. With 20+ players, this will probably cause a ton of lag. (I know I could just do gui.visible = true, but this is a much broader problem, because if I replicate anything it will have to work like this anyway)
How can I get around this? |
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