I was thinking, and I was quite baffled trying to think up a way of doing this. I want to, in someway, reject the replication from the Server to the Client. Freezing everything in it's state and not being updated including Player movement. is this possible? Any helpful links that cover this?

7 comments

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Well you could try something as simple as anchoring everything locally, but some (or everything) might need to be cloned and move/remove the real parts

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What exactly do you have on the Server that you want to keep preserved? If you don't want replication from the server to the client, then simply make everything localized (for instance, cloning your maps from replicated storage when a player enters the game)

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That's an Idea I already thought, and it would be inefficient as it wiuld include a lot of Object to traverse, pass through Conditionals, etcetera. It would be a waste of space and a potential lag source:/ It's hard to think about this.

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I want to freze anything sent to the Client, freeze Players, freeze a falling part for instance. As if you were about to crash, or from a Camera was buffering for example.

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add a while true do loop without a wait when they press a button.. lol (This is just a joke)

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disable the physics engine locally

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there's a bool in PhysicsSettings named "AllowSleep"