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Why cant i read/edit anything in a character in FE?

Asked by 6 years ago
Edited 6 years ago

I thought i knew most of FE clearly but now i just don't know.

-- server script in player's character
local Force = (((script.Parent.Head.Neck.C0.lookVector.Y*10)^3)/10)-50
script.Parent.Humanoid.WalkSpeed = (60/(Force*-1))*30

basically my server script keeps returning "Force" to be -50 no matter what:

"script.Parent.Head.Neck.C0.lookVector.Y" 

,is equal to. This is only a problem in FE so my best guess is that:

"script.Parent.Head.Neck.C0.lookVector.Y"

, is always returning as 0 in FE.

is this correct and i need to put this script in to a local script and parent it to the player?

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Because that's what it's supposed to do. Filtering Enabled filters out Client code and tampering from the Server to prevent exploiters. Unless it's firing a RemoteEvent or RemoteFunction that exists in the Server, it will not replicate. Period. Char187 0 — 6y
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Does a server script in a players character count as client code? if so do i fire a server event from the character's server script to be received by a server script inside ServerScriptStorage? Char187 AnAnonymousDeveloper 77 — 6y
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That would still be server code. If you want to fire to another server script, use a BindableEvent. Crazycat4360 115 — 6y
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Server scripts never runs on clients. cabbler 1942 — 6y
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ok thanks i just put it all into a local script then fire server event. thats pretty much fixed it. thanks AnAnonymousDeveloper 77 — 6y

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Answered by
Nonaz_jr 439 Moderation Voter
6 years ago

Uhm, I don't get your comments because


wait(5) while true do print("local: "..workspace.Nonaz_jr.Head.Neck.C0.lookVector.Y) wait(0.3) end

I don't think this script should ever print anything but 0. Neck is a 6D motor, the attachment offset C0 should not change, and neither should it's lookvector.

This should not need to be in a localscript. I don't see what you are trying to do either, as the Y component of the neck's C0 frame is supposed to give you what? Sorry, I don't understand but I don't think this should be done trough a remote event.

Did you change anything when you moved it to a local script?

Does

script.Parent.Head.Neck.C0.lookVector.Y

output something else than 0 in your localscript??

So I tested it, in a localscript with filteringEnabled. It still prints 0 for me. Did you do something different? Well good that you found a workaround anyway! Just hoping to clear something up about FilteringEnabled.

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Sorry, my mistake. i have another script that turns the head and body towards the mouse.p. So when the player looks directly up its gives an angle 90 degress. my character is falling so i have a script that when he looks up he falls slower and when he looks down he falls faster. but thanks for your answer ;) AnAnonymousDeveloper 77 — 6y
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I'm thinking maybe you are using a localscript to change the Neck's C0, in which case that might not propagate to server to be read by your server script anymore when you turn on FilteringEnabled yes. Nonaz_jr 439 — 6y
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Ahh yes so there is the problem, the changes by looking up with mouse are done locally (so i think localscript), which means other's won't see them. So anyway there is the blockade that FE puts up indeed, thanks! Nonaz_jr 439 — 6y
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