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Using one part to simulate boundary on server side for all player?

Asked by 1 year ago
Edited 1 year ago

So basically I need to figure out if a part is out of bounds or not using an server script and basically

I have a placement script which places fires a remote event to place an part

basically i need to know if the part is out of bounds or not

now I have already done this local sided but

I was wondering if I used a part for this remote event if I could use it for all players meaning

could i use one part to simulate the size, rotation, position and use this to figure out if the part is out of bounds or not

to be more specific I am using one part for every single player in my game,

BASICALLY THE MAIN PROBLEM I HAVE RIGHT NOW IS

Because the player is placing the part on the local side it is not replicated to the server until the server changes it

But I need to know if that part is out of bounds

The BIGGEST problem I have right now is I cannot check if a part is out of bounds using the server script

some of you can suggest me to use position but using the position of the part I can only check if the middle of the part is in boundary

I need to check if the entire part meaning the entire mass is inside of the boundary

DOES ANYONE HAVE ANY IDEAS?

I already have a script which manually gets all the sides and corners of a part which I can use to check if they are out of bounds

But because the placement is local sided and the part does not become placed until the server checks that it is in bounds

how would I replicate this part so that I can check if it is actually in bounds

do I just use Instance.new() and create a new part each time and apply the same part size and position just to check if it is in bounds just to destroy the part after I am done checking

or does anyone have any better solutions

Does anyone have any better ideas?

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