I have a script meant for filtering enabled. How would I make that script work on filtering disabled? I need to know this because it breaks other mechanics in my game, and I don't want to search around for fixes for each and every thing. Here are my scripts:
Local script (Inside my tool)
local Player = game.Players.LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()
local Mouse = Player:GetMouse()
local Event = game.ReplicatedStorage:WaitForChild("RemoteEvent")
local Tool = script.Parent
Tool.Activated:connect(function()
local Hit = Mouse.hit
Event:FireServer(Hit.p)
end)
Server script (Inside ServerScriptService)
local Event = game.ReplicatedStorage:WaitForChild("RemoteEvent")
local Spread = 5
local Radius = 5
local function GetNearbyPlayers(Position)
local Players = game.Players:GetPlayers()
local CharacterList = {}
for _, Player in next, Players do
local Character = Player.Character
if(Character)then
local CharacterPosition = Character.PrimaryPart.Position
local Distance = (Position-CharacterPosition).Magnitude
if(Distance<=Radius)then
CharacterList[#CharacterList+1] = Character
end
end
end
return CharacterList
end
Event.OnServerEvent:Connect(function(Player, HitPosition)
local Characters = GetNearbyPlayers(Player.Character.PrimaryPart.Position)
for _,Character in next, Characters do
Character:MoveTo(HitPosition + Vector3.new(Spread,0,Spread))
end
Player.Character:MoveTo(HitPosition)
end)
I tried watcing a few videos, but I didn't understand. Please help, I don't want my game's update to be a failure. :v

5 comments
If the scripts can handle FE, it can handle no FE, besides scripts that handle what should not get replicated to teh client.
Why would you need a script to work with non-FE anyway?
Because if my game is filtering enabled none of my other scripts work
So your title is the opposite of what you want to get done.....
Please indent, it makes code look very neat