01 | --Script((Located under "Charlie" the Remote event |
02 |
03 | local W = game.Workspace |
04 |
05 | local C = W:WaitForChild( "Charlie" ) |
06 |
07 | local R = script.Parent.Parent.Red |
08 |
09 | local function OnFired(player) |
10 | print ( "Currently, recieving." ) |
11 | repeat |
12 | R:Resize( "Top" , 1 ) |
13 | wait( 0.01 ) |
14 | until false |
15 | end |
16 |
17 | C.OnServerEvent:Connect(OnFired) |
I've tried the wiki, in fact I wrote it just like it, just changed the names and put what I wanted it to do in.
01 | --Local script((Located under Part)) |
02 |
03 | local W = game.Workspace |
04 |
05 | local C = W:WaitForChild( "Charlie" ) |
06 |
07 | local R = script.Parent.Parent.Red |
08 |
09 | while script.Parent.Touched = = true do |
10 | C:FireServer() |
11 | end |
I have my unfiltered vision as well, which another question.
If I just have the server script, will that require a remoteevent/remotefunction still, or does Filtering enabled just apply to player created events?
01 | local Red = script.Parent.Parent.Red |
02 |
03 | local i = Red.Size |
04 |
05 | local countdown = 1 |
06 |
07 | local CR = false |
08 |
09 | function run() |
10 | if CR = = false then |
11 | if countdown = = 1 then |
12 | CR = true |
13 | repeat |
14 | countdown = countdown + 1 |
15 | Red:Resize( "Top" , 1 ) |
Thank you for your assistance ;u;
Firstly lets understand servers and clients, Clients are the things running on your computer e.g. Your character Servers are big computers around the world that can hold multiple clients at a time
Filtering Enabled is the like a barrier between the server and the client information can only be pasted through by using RemoteEvents and RemoteFunctions if a script is talking with a client and it is in the server then you would fire an event using :FireClient if a script is talking with the server and it is in the client then you would fire an event using :FireServer with remote functions it is a bit more complicated, but I wont get into that.
In any other case if a client is talking with another client or the server is talking with another script in the server then these are not needed.
To use remote events, you have to do this.
1 | local remote = --insert remote here |
2 |
3 | remote.OnServerEvent:connect( function (plr) --The player who called the remote is a argument that is passed, even if you dont pass that from the client's script. |
4 | print (plr.Name.. ' has used a remote event!' ) |
5 | --insert script stuff here |
6 | end |
Also, Filtering Enabled only affects client's scripts, as those are the scripts by the client. The server scripts are not affected by a client, and a client cannot make a server script with info, unless they hack into the servers of Roblox which all the server scripts are, then Filtering Enabled is useless then. Filtering Enabled just makes games less vulnerable to hacks.