I tried to make a local script that copies a model (which is a map) into the workspace as a way to change the world you're in. But I used a local script and It's still changing it for all players! So I'm trying to figure out how to use this :clone().Parent = game.Workspace
code, but locally so I can make the game multiplayer again! Here is the script full script:
function OnClicked() for i = 1,10 do script.Parent.Parent.Parent.Loading.BackgroundTransparency = script.Parent.Parent.Parent.Loading.BackgroundTransparency - 0.1 wait (0.01) end ---------------------------------------------------------------- game.Workspace.WorldMaps.CurrentMap:Destroy() wait (0.001) local Map = game.ServerStorage.Assets.Maps.Zone_1:Clone() Map.Parent = game.Workspace.WorldMaps Map.Name = "CurrentMap" wait (0.8) ---------------------------------------------------------------- for i = 1,10 do script.Parent.Parent.Parent.Loading.BackgroundTransparency = script.Parent.Parent.Parent.Loading.BackgroundTransparency + 0.1 wait (0.01) end end script.Parent.MouseButton1Down:connect(OnClicked)
And the part I need to make local is the part enclosed im brackets:
game.Workspace.WorldMaps.CurrentMap:Destroy() wait (0.001) local Map = game.ServerStorage.Assets.Maps.Zone_1:Clone() Map.Parent = game.Workspace.WorldMaps Map.Name = "CurrentMap" wait (0.8)
If it's possible at all, I need to know if I can use this to change maps locally for different players.
Storing stuff in the ServerStorage can only be looked at by a Script. If you want both clients and server to look, use ReplicatedStorage
Cite: http://wiki.roblox.com/index.php?title=API:Class/ServerStorage
If you insist on using ServerStorage for transferring models (hopefully because of the reasons wiki gives), you can use remotes