Hi guys,
I want to convert my place to FE but after switching it on and playing around with RemoteEvents theres a few things I'd like to ask:
First of all, my place stores Player stats (in the form of IntValues etc) inside the Player when they join. By player stats I mean
- if they are playing the next round (i.e afk or not)
- how many lives they have
- if they are actually in the level (used to add up all the people who didn't finish when time is up)
With FE, my Server script that handles the event whereby a player changes whether they play the next round, does not do anything. Someone said on here a few days ago that server scripts cannot access the player with filtering enabled. Is this correct? If so how can I store these player values?
Should I store every player's values within a folder in ServerScriptService or workspace and use a RemoteEvent to make the server change them for each player?
This also brings me on to my other question. Say I implemented the solution I outlined above with one 'server event handler' changing all player values when the player requests that they be changed (the server can also change these directly whilst the game is running, which again it wouldn't be able to do with FE if I am correct - e.g deaths wouldn't be able to change the lives value because it was in the player).
If everyone decided to change if they were playing in the next round at the same time, would the script 'hang' whilst it processed all the requests or would multiple instances of the same script be processing each event that was fired from the client? This question ties in with FE but is also a more general question I have.
If you read all of this then I much appreciate it, and anticipate any answers you guys have.
Thanks, MD

6 comments
Very detailed responses in all your answers +1
Thank you ^-^
Sorry that my question was a little unclear but you've answered my question pretty well :D. One more question though; I knew that using IntValues wasn't very good practice, but how would I store individual values for multiple players? You mention remote objects. What are those? Thanks again
No problem, glad you found it somewhat helpful. You can use dictionary-styled tables to store individual player data with their UserIds. What I meant by remote object was basically any kind of remote connection a network of scripts have with each other (i.e, RemoteEvents, RemoteFunctions, BindableEvents, BindableFunctions, ect).
I could create an example and uncopylock the place if you'd like.
Okay - I only started using RemoteEvents a few days ago haha and the place would be very helpful <3