legoe22
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| Joined: 25 Aug 2012 |
| Total Posts: 546 |
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| 07 Feb 2017 12:34 PM |
I mean i am ok with filtering enabled but i would like to become a pro at it.
Links to helpful posts on coding filtering enabled and video on it?
:D |
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Soybeen
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| Joined: 17 Feb 2010 |
| Total Posts: 21462 |
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| 07 Feb 2017 02:34 PM |
This wiki article: http://wiki.roblox.com/index.php?title=RemoteFunction_and_RemoteEvent_Tutorial
These videos by Wrathsong: https://www.youtube.com/playlist?list=PLatbVFCcsDB9JZE_1WQvmG0i4NrpNIybs
This peasfactory video: https://www.youtube.com/watch?v=C0qQ4lDa3t0
This descriptive contribution by TimeTicks which I saved to a text document months ago (he probably has an actual thread for this)
-- Filtering Enabled prevents the client from talking directly to the server or rather, prevents client changes from replicating to the server. What this means is that if a person decides to change something in the workspace or something with a local script, the other players in the server will not see this change. A workaround for this are remote events/functions.
Remote Events and Remote Functions allows the client to 'talk' to the server. They are similar but have their differences. Remote Events will not make the script yield with a call. Remote Functions on the other hand will yield the script until a value is returned. I will mainly be discussing Remote Events since there are only a few occasions where you will really need to use Remote Functions.
Now, note that it is good practice to store Remote Events in Replicated storage, ie
game.ReplicatedStorage:WaitForChild('RemoteEvent')
If you looked on the wiki, you will find two properties of the RE that are important with communicating between the client and server.
re:FireClient(plr,...) --fires a client with data r############e###########will fire data to all the clients in the server with data re:FireServer(...) --fires the server with data
I will show you a basic layout of using the above.
--server script
local re = game.ReplicatedStorage:WaitForChild('RemoteEvent')
re.OnServerEvent:connect(function(plr,arg1) --note plr will always be first arg print(plr.Name,arg1) re:FireClient(plr,'Hello!') --sendw the message to a specified player end)
--local script
local re = game.ReplicatedStorage:WaitForChild('RemoteEvent')
re:FireServer('Hi!') --send the string 'hi' to the server
re.OnClientEvent:connect(function(arg1) --recieved from server print(arg1) end)
Output: Player1 Hi! Hello!
What you have essentially done is send the strings 'hi' and 'hello' to the server and client. You can send anything to the server. Even user data, but that is generally bad practice.
Anyways, with RemoteEvents you can use them even without FE. They are extreemly useful for communication.
There are a couple of restrictions that come with FE and Remote Events but one that is very important is the fact that you can not directly access the PlayerGui with FE. You will need to use remote Events. If you have any questions regarding FE or Remote Events, ####### ## ## here or send me a message.
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Wrathsong
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| Joined: 05 Jul 2012 |
| Total Posts: 22393 |
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| 07 Feb 2017 02:52 PM |
https://www.youtube.com/playlist?list=PLatbVFCcsDB9JZE_1WQvmG0i4NrpNIybs
Ever wanted to learn how to script? Check out my YouTube channel: youtube.com/austintheslayer Want to see me code in action? Follow me on twitch: twitch.tv/austinrblx |
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Soybeen
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| Joined: 17 Feb 2010 |
| Total Posts: 21462 |
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| 07 Feb 2017 02:53 PM |
Already got your link in there ;)
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Wrathsong
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| Joined: 05 Jul 2012 |
| Total Posts: 22393 |
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| 07 Feb 2017 02:54 PM |
<3
Ever wanted to learn how to script? Check out my YouTube channel: youtube.com/austintheslayer Want to see me code in action? Follow me on twitch: twitch.tv/austinrblx |
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legoe22
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| Joined: 25 Aug 2012 |
| Total Posts: 546 |
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| 11 Feb 2017 01:32 AM |
Great Posts about Fliting enabled i will watch all thoses videos and test all thoses scripts to better understand it.
Thank you again! |
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