Definites
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| Joined: 02 Nov 2015 |
| Total Posts: 163 |
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| 17 May 2017 10:26 AM |
In replicatedsotrage or serverstorage?
game.Players.PlayerAdded:connect(function(player) if game:GetService('GamePassService'):PlayerHasPass(player, passid) then game.Lighting.Saxophone:clone().Parent = player.StarterGear
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RogueMage
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| Joined: 28 Jan 2012 |
| Total Posts: 1235 |
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| 17 May 2017 10:28 AM |
| Depends how much freedom you want to give the player |
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Definites
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| Joined: 02 Nov 2015 |
| Total Posts: 163 |
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| 17 May 2017 10:31 AM |
Wait, so it will work either way?
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RogueMage
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| Joined: 28 Jan 2012 |
| Total Posts: 1235 |
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| 17 May 2017 10:34 AM |
Yep
You can store them in ServerStorage and then get the server to add the Tool/Gear to your Backpack
Or you can get the server to tell the player when to add the gear/vice versa
Tbh Server Storage is the way to go |
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| 17 May 2017 10:35 AM |
Storage is accessible form server only. Replicated Storage is accessible from both server and client. Both will work if you use a serverscript. |
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AIicks
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| Joined: 10 Apr 2012 |
| Total Posts: 788 |
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| 17 May 2017 10:41 AM |
| PF -probably- stores all the detailed versions of the guns on ServerStorage and then all the undetailed versions of the guns on ReplicatedStorage. Then Clones across detailed guns onto the client here and there but idk |
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