Hello,
I’m trying to make a module that populates tagged objects with specified objects. I’m trying to make it so that BaseScripts
only run once all ancestors have finished being processed for population, however, scripts seem to run immediately once placed into the DataModel
and the server doesn’t even detect scripts created before the game was run.
My previous system used module scripts tagged as server and client scripts but there are a couple of disadvantages, notably:
-
Scripts and local scripts stop executing once removed but module scripts being required and called won’t stop once the module script object is removed.
-
Clients can see server code because the source code of module scripts is replicated whereas server scripts don’t. This also makes my game use more network resources to replicate things clients shouldn’t even be able to see.
-
They seem to lag when I call
WaitForChild()
? -
All events created by the script are unbound.
How would I implement my desired behavior?
Thanks,
Rad