Spoookd
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| Joined: 23 Jan 2016 |
| Total Posts: 269 |
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| 09 May 2016 03:55 PM |
| Is it a problem to script with Filtering Enabled on and if so how is it? |
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| 09 May 2016 03:56 PM |
no it's easy if you put FE on at the start and script from there
remember to keep everything where it should be and inform yourself about the client-servermodel
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| 09 May 2016 03:58 PM |
The problem lies when the client communicates with the server (common example is a gun shooting a bullet). With FE enabled, the client will create the bullet and shoot it from the gun. However, the server ignores this and doesn't update the game state to the other clients.
This means nobody else will see the bullet, and nobody will be damaged since the gun is controlled by the client.
Additionally, some items can only be seen by the client (descendants of Player object, for example), and some items can only be seen by the server (ServerStorage, for example). If a client-only object is referenced by the server, an error occurs (since it doesn't exist). |
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Spoookd
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| Joined: 23 Jan 2016 |
| Total Posts: 269 |
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| 09 May 2016 03:59 PM |
| What if it is turned on afterwards or something. Someone asked if I can do scripting in Filtering Enabled. |
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| 09 May 2016 04:47 PM |
| It's hard converting a big game that was made with a lack of knowledge of the client-server model (but I done it :D) |
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| 09 May 2016 05:38 PM |
It's not as hard as it is frustrating and tedious
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