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How do I get a script being cloned to the workspace by the client to actually execute?

Asked by 6 years ago

So filteringenabled is set to true and I have a local script in StarterGui that basically clones a part from ReplicatedStorage to the workspace next to the player's character and then that part disappears after set amount of time via a script inside said part. Interestingly enough, this works perfectly in the studio test mode, but in an actual server, all the parts get cloned to the workspace just fine, but the script inside the parts that are supposed to self destruct the parts are not executing at all; it's almost as if the scripts somehow don't exist at all?

I do not believe there is any problem with the local script, but I'm thinking perhaps there could be something wrong with script inside the part? I have no idea.

This is the self destructing script in the part being cloned:

local particle = script.Parent

for i = 0,1,0.1 do wait(0.05)
    particle.Transparency = i
    particle.PointLight.Brightness = particle.PointLight.Brightness - 1
end

particle:Destroy()

Again, this works perfectly in Studio mode, but not in an actual server, so I really don't understand what the issue is.

2
LocalScripts do not run in the workspace. When FilteringEnabled is on, then a Script cloned by a client to the workspace will not run (think of the damage it could do if it otherwise could!) XAXA 1569 — 6y
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Instead of cloning a script that will destroy the particle, have the script that creates the particle control when and how to destroy it, too. This is much more organized. XAXA 1569 — 6y
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The script is only granted to workspace by the client. The server needs to see the change, so it knows to run the script. hiimgoodpack 2009 — 6y
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I feel like I heard this question before. Are there just alt accounts just constantly posting this stuff? hiimgoodpack 2009 — 6y
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"so I really don't understand what the issue is." I think the issue is that you don't know how FE works. hiimgoodpack 2009 — 6y
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The script inside particle is a normal script, not a local script. I figured that the script would run, it would just only cause changes to the client's perspective. I was not expecting any changes made by the script cloned by the client to actually replicate to the server. marshmila 0 — 6y
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Also, the reason I didn't have the script that creates the particle to also destroy it was because I have it so multiple particles are created and destroyed quite quickly in a loop and If I were to make the particle get destroyed in that loop then it would wait for the particle to get destroyed and THEN create another particle; I want particles to be created as old ones are being destroyed marshmila 0 — 6y

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Answered by
Pejorem 164
6 years ago

Why would you even try this.

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I'm making a script that creates particles around the player with parts because... why not..?? marshmila 0 — 6y
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