KossmoZ
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| Joined: 29 Jul 2017 |
| Total Posts: 14 |
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| 09 Oct 2017 01:36 AM |
| I've recently started developing a game with FilterEnabled, however each player has a tool that clones something to follow them, however due to FE it means the clone isn't visible to the entire server and I was wondering if there was a way to bypass this? Thanks. |
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Hazania
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| Joined: 04 Jun 2010 |
| Total Posts: 1344 |
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| 09 Oct 2017 01:46 AM |
| Use a RemoteEvent to send the command to a server script and from there clone the part so that is on server. |
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KossmoZ
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| Joined: 29 Jul 2017 |
| Total Posts: 14 |
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| 09 Oct 2017 01:49 AM |
Can you give me an example? So with the script being: Local creature = game.Lighting:FindFirstChild(CreatureName):clone() Creature.Parent = game.Players.LocalPlayer["Character"]. What would this become to enable a remote event? |
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Hazania
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| Joined: 04 Jun 2010 |
| Total Posts: 1344 |
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| 09 Oct 2017 01:56 AM |
http://wiki.roblox.com/index.php?title=Remote_Events_and_Functions
Everything you need to know is on this page.
Basically, in a server script you create the RemoteEvent;
local cloneEvent = Instance.new("RemoteEvent", game:GetService("ReplicatedStorage")) cloneEvent.Name = "cloneEvent"
-- then add a receiver for when the local script fires the server side of the remote event
cloneEvent.OnServerEvent:Connect(function() Local creature = game.Lighting:FindFirstChild(CreatureName):clone() Creature.Parent = game.Players.LocalPlayer["Character"]. end)
-- then in your local script
local cloneEvent = game:GetService("ReplicatedStorage"):WaitForChild("cloneEvent")
cloneEvent:FireServer() -- call this when you want to clone your creature
-- if you need to add a part that tells the server what creature to spawn
CreatureName = "dog" cloneEvent:FireServer(CreatureName)
-- now when your serverscript receives the event it will also pass along the CreatureName which if you just left above server script as I made it then it would work this way. |
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| 09 Oct 2017 02:37 AM |
@Hazania
That IS how you would do that, but do not implement it like that OP.
Exploiters could very easily keep firing to the remoteevent and easily crash the server by mass-cloning themselves till it lags out. |
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Hazania
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| Joined: 04 Jun 2010 |
| Total Posts: 1344 |
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| 09 Oct 2017 04:01 PM |
Are you saying Remote Events don't stop exploiting?
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| 09 Oct 2017 04:17 PM |
yes? Exploiters can still fire to remotevents AND see what arguments are being passed.
You should always assume any RE / RF you make is going to be abusable some how. If you use that mindset your game will be a lot more secure. |
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Hazania
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| Joined: 04 Jun 2010 |
| Total Posts: 1344 |
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| 09 Oct 2017 04:31 PM |
| So then how can you possibly clone something into workspace when game is FE and using a local script because of Gui? |
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