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Re: #FilteringHelp

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skppiy4000 is online. skppiy4000
Joined: 09 Oct 2008
Total Posts: 1945
07 Dec 2016 07:32 PM
FE, or "Filtering Enabled" is very handy at keeping "Hackers" at bay...

But I feel like there is not enough documentation on how it should and can be used.

I feel like Filtering Enabled will help LOTS of devs with making their dream come true, but sadly its too hard for alot of people to understand as theres not enough documentation or example uses.


Now everything I've seen so far does not have the best documentation, but FE deserves to be taught to beginner scripters more, or so I feel.

local clickDetector = Instance.new("ClickDetector")
clickDetector.Parent = game.Workspace.ColorBrick
clickDetector.MouseClick:connect(function()
game.Workspace.MyEvent:FireServer()
end)

This is fine but using FE causes way too many complications for scripters and not much documentation other than

http://wiki.roblox.com/index.php?title=Security
http://wiki.roblox.com/index.php?title=API:Class/Workspace/FilteringEnabled
http://wiki.roblox.com/index.php?title=FilteringEnabled_with_the_Client-Server_Model


Now this is not to say that the documentation we HAVE is not good or vast, but it lacks more details, more examples on how it can be used and how it should be used.


I wanted to make this post as the pain I've seen using FE and for the other people as well.


Thank you for your time

#FilteringYes to agree
#FilteringNo to disagree


~skppiy4000~
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Virtualdarks is not online. Virtualdarks
Joined: 19 Aug 2008
Total Posts: 12345
07 Dec 2016 07:37 PM
http://wiki.roblox.com/index.php?title=RemoteFunction_and_RemoteEvent_Tutorial

This is probably the bulk of FE. Takes a bit to grasp, but pretty solid to use.
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skppiy4000 is online. skppiy4000
Joined: 09 Oct 2008
Total Posts: 1945
07 Dec 2016 07:38 PM
Thank you for your response Virtualdarks!
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Virtualdarks is not online. Virtualdarks
Joined: 19 Aug 2008
Total Posts: 12345
07 Dec 2016 07:44 PM
Yeah, no problem! More user-friendly guides would definitely be nice for people just getting introduced to FE though.

Think of FE as a barrier that doesn't let anything through except for anything that it expects. RemoteEvents and RemoteFunctions allow for the player to communicate with the server in the sense that you're sending limiting information it's expecting.

A decent example of this is when making a new part. Normally, you could take a local script and just make it tell the server to make a new part with various properties. With RemoteEvents/Functions, you're sending the information about the part properties and to the server and the server takes them and uses those values to then make a part.

It's a bit tedious, but it'll pay off.
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