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| 24 May 2016 01:57 PM |
For the client only when he is in-game.
I don't know if it is in the Roblox Studio settings.
Thanks |
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sparker22
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| Joined: 11 Mar 2010 |
| Total Posts: 846 |
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| 24 May 2016 03:00 PM |
| FilteringEnabled property is a member of the workspace object. |
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Isosta
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| Joined: 10 May 2015 |
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| 24 May 2016 03:30 PM |
"For the client only when he is in-game."
what "client only" |
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sparker22
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| Joined: 11 Mar 2010 |
| Total Posts: 846 |
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| 24 May 2016 05:10 PM |
FilteringEnabled can only be modified by the server. (Changing it clientside has no effect) and FE applies across the game. Its either on for everybody or off for everybody. You shouldn't even be needing to turn it off/on in-game. |
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Isosta
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| Joined: 10 May 2015 |
| Total Posts: 14729 |
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| 26 May 2016 01:32 PM |
"I need to :L oh well"
whatever you're trying to accomplish, you're doing it wrong. |
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| 26 May 2016 01:46 PM |
Hmm it is quite hard to explain but I will try to explain simply.
Basically, pretend there is a ball. I want to make the physics respond quickly for the client. If other players are near the "ball", the physics tend to lag.
hope you understand
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gskw
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Trioxide
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sparker22
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| 28 May 2016 11:00 PM |
Lol, whut.
Network ownership API has been out for a while now. You're really behind SpeedySeat.
Anyways, you still don't need to disable/enable FE in-game. Physics bypasses FE. The network ownership API does give you control whether the server or which players will calculate it since it uses distributed physics. |
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