|
| 19 May 2017 11:34 PM |
| I've left Roblox for two years and have returned just this month, a lot of new "aspects" such as FilteringEnabled was added to the game. Spending hours among hours on the Wiki, I still can't get what the script is doing. I've tried making a stats script with save [The Old Way], and it just doesn't function with the game. I believe this is due to me not using "RemoteEvents" or "RemoteFunction" but I still don't understand what the new system is trying to tell me. It's like learning ROBLOX Lua all over again. I'm requesting if anyone has a better explanation than the wiki itself. If you have a good example of explaining FE or even FE for saving data or creating stats/values, reply below. Thank you. |
|
|
| Report Abuse |
|
|
cabbler
|
  |
| Joined: 19 Jun 2015 |
| Total Posts: 735 |
|
|
| 19 May 2017 11:38 PM |
| FE filters local changes so that players can't change the server. you have to send the server info through remote events. It's not new nor hard. |
|
|
| Report Abuse |
|
|
|
| 19 May 2017 11:40 PM |
| Basically you're saying If a exploiter was to like for example, try to clear the Children of the workspace, it would clear for that person and not the server? |
|
|
| Report Abuse |
|
|
| |
|
|
| 19 May 2017 11:46 PM |
remote events and remote functions is like calling a function on the opposite side or firing an event to the opposite side
except of course replication issues |
|
|
| Report Abuse |
|
|
|
| 19 May 2017 11:47 PM |
| It's still not clear to me, I know that part. But what changes would it make if I was to make a leaderstats script? No effect? |
|
|
| Report Abuse |
|
|
|
| 19 May 2017 11:48 PM |
| replication issues? So basically I'm firing a event from the server and nothing will be able to changed from the client? |
|
|
| Report Abuse |
|
|
|
| 19 May 2017 11:50 PM |
well it depends learn how scripts run clients run local scripts and the server runs 'regular' server sided scripts server no longer has access to certain client objects (like guis) client does not replicate mostly to the server
heres how to handle data: client should only read and/or request a modification server needs to do all the checking, all the detection, and storage management
avoid doing stuff like --equipping / buying items locally --^ by sending the value of the item ( func:InvokeServer( price ) ) --thinking that client can be protected with a local anti-exploit |
|
|
| Report Abuse |
|
|
|
| 19 May 2017 11:51 PM |
| and by replication issues, metatables will not transfer, mixed tables will become arrays, and things that are not visible to the other side will be nil |
|
|
| Report Abuse |
|
|
|
| 19 May 2017 11:57 PM |
| When you mean equipping or buying items locally, I would want the server to send my client the item? I am confused here. |
|
|
| Report Abuse |
|
|
|
| 19 May 2017 11:59 PM |
no u want the server to give them the items because if not, the items would not exist on the server, only the client
and to add to that exploiters can manipulate any local code so it is imperative to handle important information and checks on the server
certain instances like humanoids in their character can be modified however because roblox |
|
|
| Report Abuse |
|
|
|
| 20 May 2017 12:00 AM |
so like never do
client:
givePoints( 5 )
let the server handle the values and earning of points and such as any 'good' exploiter can simply do
givePoints( 999999999999 )
so it defeats the purpose of filtering |
|
|
| Report Abuse |
|
|
|
| 20 May 2017 12:02 AM |
a helpful diagram is
FE off:
Client -> Server -> Clients
FE on:
Client -X- Server -> Clients
FE off:
Local Part -> Replicated Part -> Replicated Part
FE on:
Local Part -X- nil -> nil
|
|
|
| Report Abuse |
|
|
| |
|