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✓ ANSWER ACCEPTED

[SOLVED] Any way of doing the opposite of local parts?

I want to do the opposite of what local parts do, I want to make it so players can go in a certain area but the parts can not be flung/pushed out by the player, is this possible? If not, just comment and I'll delete this question!

Thanks if you can help, I've tried using velocities and checking if the part goes out to push them back in, but it was extremely glitchy so that's why I want to see if there's an opposite of local parts.

1 answer

✓ Accepted answer

If you have FilteringEnabled, its simple: Just tell the client to destroy the parts. They will be removed (and as players have complete control over their character's movement, can walk through it) but the changes will not replicate.

If not, I believe I have had a bit of luck by copying them into workspace.CurrentCamera in the server (this was a while ago and may not work).

2 comments

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I know the first method would work, never tried or thought of it though. I'll also check the second method and let you know the result. Thanks for the help!

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When FE is enabled, you can use a local script to put a part into workspace and it'll be a local part.

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