#How to send an Argument across Client/Server?

1 messages · Page 1 of 1 (latest)

silver bane
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if you're not worried about exploiters, you could literally just do it all client-side

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client has network ownership of their character anyway, so even if someone DOES exploit, you'll have to detect it on the server. client can always teleport their character, im pretty sure

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otherwise, i'd do it like:

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client connect proximityprompt -> open gui locally -> connects gui buttons to quick-travel event -> tells the server they want to go to a certain place or whatever

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not sure what your step 5 means

glad urchin
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I was going to set the custom argument to a predetermined part on the map, that would've been the argument I sent across

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I made a cutscene attached to the whole thing with a clone dummy so i wasn't sure

silver bane
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an argument that the client sends to the server?

glad urchin
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yeah, the gui script would've fired the event to start the whole thing with a custom argument, that being the part it was connected to

silver bane
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should be fine, unless the part is only created locally

glad urchin
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nah it's already gonna be there

silver bane
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should be fine then

glad urchin
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ok so how would i do all that then, I'm setting a local script of that rn and I'd have to connect a prox prompt trigger to a function and check if it's the right function, right?

silver bane
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use a RemoteEvent?

glad urchin
silver bane
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nono, when i said 'tell the server' i mean by using a remoteevent

glad urchin
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the problem I had before was that when I connected the button being activated to the first function, it would start when I join the game even though I didn't click it

wintry frigate
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RemoteEvents aref or client server comms

glad urchin
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when I put two separate scripts, one for the gui and one for the core part of it, but that's when I had the problem where I needed to send the argument across scripts