#How to send an Argument across Client/Server?
1 messages · Page 1 of 1 (latest)
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
otherwise, i'd do it like:
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
not sure what your step 5 means
I was going to set the custom argument to a predetermined part on the map, that would've been the argument I sent across
I made a cutscene attached to the whole thing with a clone dummy so i wasn't sure
an argument that the client sends to the server?
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
should be fine, unless the part is only created locally
nah it's already gonna be there
should be fine then
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?
use a RemoteEvent?
yeah that's what I tried before but you said I don't need to do all that
nono, when i said 'tell the server' i mean by using a remoteevent
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
ohh gotchu
RemoteEvents aref or client server comms
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