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| 10 Aug 2017 10:11 PM |
| IS There a to do this without using CurrentCamera? The one where you could put parts into a message into a player's character doesn't work anymore, and I can't use the CurrentCamera trick for...reasons. Just trust me on that. So is there another way to make local parts? |
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Kodran
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| Joined: 15 Aug 2013 |
| Total Posts: 5330 |
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| 10 Aug 2017 10:12 PM |
| Create them from the client with filteringenabled |
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| 10 Aug 2017 10:13 PM |
| That is EXACTLY what I'm trying to avoid. In my case, I can't have parts on the client ### ################# ## I'd like to.) |
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Kodran
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| Joined: 15 Aug 2013 |
| Total Posts: 5330 |
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chimmihc
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| Joined: 01 Sep 2014 |
| Total Posts: 17143 |
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| 10 Aug 2017 10:34 PM |
?
You want local parts but are trying to avoid them? |
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| 10 Aug 2017 10:57 PM |
The only 2 remaining methods are the Camera and FilteringEnabled.
Other than that you can make local billboard GUIs I think, but that's about it...
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| 11 Aug 2017 12:01 AM |
| So I'm kind of in a lose-lose situation. So you have ################ ###### ## ################## that makes a car in the workspace so the player can drive around, but you also have another system that drops a car into a bin that no one else can see because it's being spawned by one player; then they can customize it because only they can see it. I can't spawn it with a local script either, because then it only exists for the client and there's no way to change the car's customization on the server too. |
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| 11 Aug 2017 12:03 AM |
How do you do the one with Billboard GUI?
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Sulfone
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| Joined: 19 Aug 2010 |
| Total Posts: 8046 |
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| 11 Aug 2017 12:13 AM |
Transferring visibility of the car from the server to the client and back? One way to do it with FE would be to move the car to ReplicatedStorage in the Server and move it back to Workspace locally. A server to client remote can be used to tell the local script to move it out locally.
Then to put it back to the server, move the car back to replicated storage locally and have a client to server remote tell the server to move it out. With the remote, data about any changes to the car made by the local script can also be sent if needed to update the look of the car. |
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| 11 Aug 2017 12:19 AM |
Sulfone, I'll look more deeply into your solution, but here's something I've noticed.
No matter what bin I use (ReplicatedStorage or otherwise), the server never sees it. With FE and using a local script, if I try to spawn a car to ReplicatedStorage, the server doesn't see it (I can see it really clearly if you run a simulation by hitting 'F7'. It shows up in ReplicatedStorage on the client end, but never shows up in the server's ReplicatedStorage.)
So if it doesn't show up in the Server's ReplicatedStorage, then the server can't do anything with it. Am I doing something wrong? (YeS, before you ask, I'm using RemoteFunctions.) |
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Sulfone
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| Joined: 19 Aug 2010 |
| Total Posts: 8046 |
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| 11 Aug 2017 12:26 AM |
| The car that was put into ReplicatedStorage was local as well since it was created within the local script. The car has to be created and placed into Workspace or ReplicatedStorage from a server script at some point. |
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| 11 Aug 2017 12:29 AM |
@brenn
The point of *Filtering*Enabled is that certain things happening on the client don't get replicated to the server, a.k.a. "filtered" out. Objects are one of those things. With Experimental Mode off, even if you send an object via remote script from a client, it will come out as "null" on the server end. |
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