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✓ ANSWER ACCEPTED

Attempting to bypass FE to lower RemoteEvent usage - how would you do it?

I am creating a RTS game that uses FE - but I am stumped on being able to handle things like clicking the mouse on the client with changes being made on server, without spamming RemoteEvents.

I attempted to set the player's character to the holder of the only things they can change - their units - but it still did not work. Here is an example.

If you're wondering, my test is sticking a LocalScript into the player and making it move the 'Marine' seen in the image I mentioned above. If I switched into the server window using the Local Server testing mode, the changes would, theoretically, be seen on the server since I'm technically doing changes to the descendants of the player's character.

This theory proved futile, so I was wondering if there are any other ways?


Thank you!

~TDP

1 answer

✓ Accepted answer

You have to use RemoteEvents or RemoteFunctions if you want the server to know about something. No other information[^1] are communicated to the server.

[^1]: (except changes to the local humanoid)

That is the intent of FE. There's no way "around it", it's a solid principle to organize your game around.

There is no good reason to not design this way.

2 comments

0

Adding to what BlueTaslem said,you also need to make your code "Lag Efficient".The farther away you are from the ROBLOX servers,the longer it will take for the remote events to trigger.Keep this in mind when using remote events.

0

Alright. Thank you!

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