#Server-Client

1 messages · Page 1 of 1 (latest)

odd turtle
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Good evening, I have a question about the client/server:
I have a simple game, an obby for two players, and I would like a door to open only for them when a team solves a puzzle.
So I'm wondering how to organize this as cleanly as possible: should I clone the map for each team, modify the properties of the parts locally, or use CollisionGroups?

Then there's a second problem: from what I've heard, physics isn't recommended on the client side, but now I'm a little lost on the best way to handle this. Could someone please enlighten me on how to structure this?

To give you an idea of what I mean, there's a game called “Chicken Jockey” that has managed to do this.

molten condor
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cloning the map is the worst option

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you can do something like

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remote:FireClient(plr)
remote:FireClient(plr2)

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obviously it has to be a duo

steep sigil
tender orbit
next warren
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unless you do server checks to prevent that already

void dawn
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use physics service on the server to set it up

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use :RegisterCollisionGroup(groupname) [i think]

odd turtle
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Okay thanks
So it's not a good idea to clone the map for each team ?