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How to go about Cloning / Editing a Map for a Single Client on the Server Only? [closed]

Asked by 5 years ago
Edited 5 years ago

Alright, so I'm not asking for any kind of code, since this is a conceptual question. I already know about Local Parts and their usefulness in regards to making an area visible to certain players only and/or at certain times, so I don't want to contend with answers pertaining to that.

I would not like to discuss StreamingEnabled either, since I don't want map parts to be removed from the area (each map chunk loads into the workspace and stays visible unless placed back into storage)

The reason for asking is mostly since I've been reviewing exploitation, which in most cases occurs on the client-side.

The game I'm working on is intended to have multiple variations / map adjustments depending on choices a player makes on the client (through guis, remote events), as well as have only certain map areas loaded for players based on their location (reduce lag).

I'm wondering if any of you have some ideas on how to make maps (models in particular) be able to seen by one client only (i.e. each representation of the game is different for each client), while still being solely on the server-side of the game? --- This is with FE Enabled.

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Huh, never rhough about this, I don't think you can though, not without some steps taken towards the Client. Ziffixture 6913 — 5y
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I don’t know why you want a local map to be made by the server? Just make it client side clone? User#24403 69 — 5y
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I already noted, the reason is exploitation, I have a map system set up on the Client, I'm wondering if there's a way to keep the map storage on the server so any exploiters trying to steal the game would not have access to all of the parts at once SerpentineKing 3885 — 5y
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:\ there may not be a way to achieve something like this User#24403 69 — 5y
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People are already stealing games regardless of where the map is stored. User#25115 0 — 5y
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@Phlegthon, true, but this would in theory certainly make it harder to do / more time consuming SerpentineKing 3885 — 5y
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No. It will not. They are still able to steal it even if it's made server side. User#24403 69 — 5y
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@Serp I think you're a bit confused on what replication means. If the map is on the server, then it has also been sent over to the client. There's no added wall of protection by holding it in the "server only." The only benefit would be storing the map in ServerStorage, since that does not replicate to the client. I'm not aware of how people steal games so I don't know where that comes into play. ScriptGuider 5640 — 5y
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^^ Replication as in Cloning, not server to client, but yes, the idea is to receive that exact benefit (non-client replication) but with the ability to change items for a specific client's view SerpentineKing 3885 — 5y
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As far as I know the only way to hide the map is in ServerScriptService as roblox made that not accessible via local scripts outside of ServerScriptService. As for client only loading of map chunks you would need to run that locally to clone the map meaning that you can't store it in ServerScriptService. Basically if you wanna load the map only locally then you can't hide it from exploiters Protogen_Dev 268 — 5y
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Maps aren't server scripts so why are they going in there User#24403 69 — 5y
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I know but you can put models and stuff inside of the server scripts Protogen_Dev 268 — 5y
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you dont EpicMetatableMoment 1444 — 5y
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you dont Fifkee 2017 — 5y
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@roy6576 everything that is used by the client or both the client and server should be in ReplicatedStorage DeceptiveCaster 3761 — 5y

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Answered by 5 years ago

Exploits only happen client-sided, unless they have somehow infiltrated the game place itself and given itself server access - which could then copy your whole game (except the server scripts).

You cannot send things to the client and expect it to be on the server only, the client must be able to render and process your map, same with this web site. Yeah, the owner could create an image of the site, but then the user can't do anything with the site, same goes with your map. You can show a picture of the map to the user, but the user can't do anything else. Therefore it simply comes to the conclusion that you must send the map to the client.

Just think of Steam, you have to download games there (except server scripts), you can copy the files of the games, but doing so and then redistributing can and will get you sued and may lead to other various punishments, I am not a lawyer so I can't give legal advice, but I would guess they have copyrighted their material so other people can't create a game like it with their files.

The client is a computer, and a computer has access to its files, so sending your map to the client will of course make you give your map to them, but if they steal your maps you have, by all means, a right to get their games deleted if you send an email to Roblox about it as it violates their Terms of Service.

There is really nothing that you can do about it at the moment on Roblox, it is a risk you must consider if it's worth taking. If you actually create a good game and sponsor / ad it, you will still deal with place stealers but they won't benefit as much as you do, as you're the one who published it first and advertised it, they could possibly steal some of your visitors. Think of Jailbreak and all the copies off of the game online. They still make a lot of money (a lot lot), and they send their game to the clients.

As when it comes to give the player a map, it's simply just to clone the models you want the client to have to their Player object (wherever you like, just have a system for it).

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