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| 05 Jan 2017 02:20 PM |
So I was implementing FE into one of my games that did not have it when I ran into a tragic problem.
One of my weapons uses a localscript with several module scripts stored inside it that controls animations and such.
FE prevents these animations from being seen by other players in my game.
Is there a way I can bypass this in FE with a different method or is there another way I can fix this issue? Thanks. |
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Eventive
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| Joined: 28 Jul 2011 |
| Total Posts: 9827 |
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| 05 Jan 2017 02:25 PM |
FE = Fresh_Effect?
Lol jk
I'm not an FE scripter so idk just wanted to make that joke |
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Wrathsong
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| Joined: 05 Jul 2012 |
| Total Posts: 22393 |
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| 05 Jan 2017 02:26 PM |
No alternative to FE.
Ever wanted to learn how to script? Check out my YouTube channel: youtube.com/austintheslayer Want to see me code in action? Follow my twitch: twitch.tv/austinrblx |
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Gentaurg
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| Joined: 19 Mar 2011 |
| Total Posts: 8648 |
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| 05 Jan 2017 02:28 PM |
| FE does not prevent animations from replicating to other clients |
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| 05 Jan 2017 02:28 PM |
| Then how do games have weapons based on local scripts yet still have hacker protection? (Mad Games, Twisted Murderer) |
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Soybeen
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| Joined: 17 Feb 2010 |
| Total Posts: 21462 |
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| 05 Jan 2017 02:30 PM |
Their weapons aren't based solely on local scripts. An event is triggered by a local script, and all of the sensitive stuff is handled on the server.
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