Affect the other players EVEN it's client

  1. What do you want to achieve?
    NOT Affecting other players while they died.

  2. What is the issue?
    You see, when a player dies. The ColorCorrection enabled and THIS PUKIMAK AFFECTS THE ENTIRE SERVER!

Ignore the lag, we’re now discussing a problem.

  1. What solutions have you tried so far?
    Already put it in client. Still not work! PUKIMAK!

Client Script :

local lighting = game.Lighting
local blur = lighting:WaitForChild("ColorCorrection")
local tween = game:GetService("TweenService")
local goal = {}
goal.Brightness = 0
goal.TintColor = Color3.fromRGB(255,255,255)

script.Parent.Humanoid.Died:Connect(function()
	local DeathSound = Instance.new("Sound")
	DeathSound.Parent = script
	DeathSound.SoundId = "rbxassetid://8349166937"
	DeathSound.Volume = 8
	DeathSound:Play()
	
	blur.Enabled = true
	wait(2)
	local play = tween:Create(blur, TweenInfo.new(2), goal)
	play:Play()
	play.Completed:Wait()
	blur.Enabled = false
	blur.Brightness = 0.8
	blur.TintColor = Color3.fromRGB(255,0,0)
end)

Any help is appreciated haha yes :smiley:

Idk if this is true but I’m pretty sure that changes made to any descendants of Lighting will be replicated to all clients.

  • You could probably try putting the ColorCorrection in the player’s current camera (which will make it only visible to them)

  • Or you could use a GUI and tween the BackgroundColor property (which will also make it visible only to them)

This isn’t true, if it was it would be a huge security issue.

2 Likes

I used GUI and yes they’re a client but the screen as not same as ColorCorrection. But it’s accurate tho so thanks

1 Like

Not true. As @bytesleuth said, this is not possible and would be a huge security issue.
In the client-server model, the server does not trust the client whatsoever on any changes made to the data model.

If this script is parented to every character(basically in startercharacterscripts), then it might be the issue.

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