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| 19 Sep 2016 04:48 PM |
| Alright, I know a bit, you use localscripts for player related stuff, but sometimes I just don't understand them at all. People can ###### localscripts into games to hack things, but WAIT! LOCALSCRIPTS! I thought localscripts are client sided! You see, they don't make sense to me. If its a localscript, how come it can affect things on the server? I know this is stupid but I should know if I want to be better at coding. That means I currently use serverscripts in my GUIs. yes i know. its stupid. But its the fact that localscripts make no sense to me that I refrain from using them. So please, help me understand how they work. I don't care if you link me to the wiki, just get me info how. |
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iIikeyou
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| Joined: 07 Mar 2012 |
| Total Posts: 1659 |
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| 19 Sep 2016 04:51 PM |
a localscript is a regular script it is processed on your computer
server/global scripts are processed on roblox computers
there are corescripts that are local needed for your game to work properly, which in the past have been altered slightly to allow for some of the exploit problems roblox has had
localscripts have extra accessibility, like client only instances (mouse, camera) but by default are limited to take power away from exploiters |
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| 19 Sep 2016 04:53 PM |
Without FilteringEnabled, LocalScript changes replicate to the server. They should be client-sided, but ROBLOX chose to let them replicate for ease of use.
With FilteringEnabled, they work "as expected", and need to use RemoteEvents/Functions to communicate with the server.
See, ROBLOX is an oddball. They implemented it many years into development, making 10 years worth of bad decisions- all for ease of use. It quite literally ruined ROBLOX back then, and still is a major fault now. |
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iIikeyou
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| Joined: 07 Mar 2012 |
| Total Posts: 1659 |
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| 19 Sep 2016 05:02 PM |
How could you say localscripts shouldnt by default interact with the server?
FilteringEnabled came out as a crappy solution to a problem that was never able to be fixed, in all honesty not to the fault of roblox because it's nature of the type of games it has, but still with a lot of lack of effort if you look back to the issues had and the lazy roundabout ways they have been "fixed"
not only this, but the amount of limitations added to localscripts even without filtering severely dampens the impact they can make in a game's functionality all because an easy solution to common problems couldnt be found
the thought that filteringenabled makes things work "correctly" absolutely baffles me |
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| 19 Sep 2016 05:05 PM |
I'm not talking in the way of security. I don't use FE for security as the main reason, I like it because it makes sense. It makes things "work correctly" in the sense that now LocalScripts won't replicate, as they shouldn't. |
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effects2
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| Joined: 24 Oct 2013 |
| Total Posts: 180 |
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| 19 Sep 2016 05:23 PM |
localplayer only ex, you can get only the localplayer's character etc. tbh you can do this without localscripts in gui's.. but for example:
local player = game.Players.LocalPlayer local character = player.Character local humanoid = character.Humanoid local playergui = player.PlayerGui local backpack = player.Backpack
and so on.. |
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iIikeyou
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| Joined: 07 Mar 2012 |
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| 19 Sep 2016 05:26 PM |
LocalScripts are still scripts. The game you play is still the game I play. Should all my inputs be sent to roblox computers so it can decide, yes, you can move your character and be able to actually interact with someone else? Why should there be such limitations that roblox servers, already overburdened with so much traffic, be the only processor that can decide what is "real" or not? Why should all the computations your machine does be relative only to yourself? Multiplayer games are not a bunch of singular game instances that have a common chat system or leaderboard, they are about full interaction as if you were all in the same instance. What you see in terms of real world space should not differentiate between other players unless it's specifically called for, as roblox was for so many of their "bad decision" years.
The common grounds between what a localscript and global script can access should be exactly that, common ground. And even though it *must* be replicated because the game is being sent over a network, that doesn't mean that overlap between these common ground should be one sided.
sorry if thats hostile wow i got riled up
i think what we dont see eye to eye is that filteringenabled more accurately represents the way a multiplayer game works. there is a server, that is definite, and is copied to each person so they can interact with it and eachother the goal of a multiplayer game is not to have a bunch of copies handed out and may even be totally different, but to act as just that one game.
i find it frustrating that roblox achieved that goal, but as a result of something they couldn't easily find a solution to, threw away so much of the functionality and potential of the key aspects of game creation even though filteringenabled is an option, there have been so many limitations applied to what your client can do that really just aint cool |
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Crimsonal
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| Joined: 23 Apr 2011 |
| Total Posts: 1795 |
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| 19 Sep 2016 06:18 PM |
| or mainly because roblox was intended for kids back then to make games easily and they wouldn't understand client to server and server to client concepts. |
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| 19 Sep 2016 09:03 PM |
| I didn't notice roblox ######## one of my words what wrote was # # # # # # |
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| 19 Sep 2016 09:04 PM |
http://wiki.roblox.com/index.php?title=API:Class/LocalScript
http://wiki.roblox.com/index.php?title=Client-Server_Model_and_FilteringEnabled |
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| 19 Sep 2016 09:04 PM |
| Ugh. Sorry. ## #### and then I also wrote sensor |
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| 19 Sep 2016 09:05 PM |
tcejni Spell that backwards to see the word that got sensored |
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| 19 Sep 2016 09:06 PM |
it should be fairly easy to understand
local scripts run on the client
scripts (server scripts) run on the server
the client is hosted by you
the server is hosted by roblox |
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| 19 Sep 2016 09:09 PM |
See, in games there are 2 types of "people" that work around the game
You "The client" and ROBLOX itself "The server"
to process client-sided objects and properties during runtime, a localscript is used
some of these objects include your GUIs! and how much money you specifically have
however the server-sided script (Normal script) is used in the backend to control the server itself which runs the background for all players, sets as a module, loads all needed game resources, runs a hide and seek round, chooses a winner and more
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| 19 Sep 2016 09:12 PM |
local scripts should generally only handle things that your player will notice specifically
server scripts need to handle things that multiple people will have to interact with (but not any guis)
in fact, local scripts and server scripts of roblox actually make it HARDER to be exploited.
Multiple game engines only have 1 script type and if you find a way to exploit it, it should be pretty easy. Since roblox is a very popular game and receives multiple exploits daily, they have to take extra security measures. |
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| 19 Sep 2016 09:39 PM |
| Thank you guys for the help! Now I can be a better scripter, and properly do my GUIs. |
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TimeTicks
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| Joined: 27 Apr 2011 |
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| 19 Sep 2016 10:33 PM |
http://wiki.roblox.com/index.php?title=API:Class/LocalScript
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