Basically, What I’m doing is disabling client-side scripts (e.g. local scripts and server-scripts that the client may be able to access) and enabling them after a certain period of time (working). Now bare in mind the client-side scripts are already disabled before runtime. They’re only enabled AFTER runtime, would this cause any issues on the server-side? I’m assuming no because I’m not disabling server-side scripts so other players should be fine (only replicated server-scripts to the client are disabled in the beginning of the game). I know it varies depending on the game/code but for the majority of games is this fine? To give you a good idea the client scripts are enabled after a few seconds, but it sorta varies. But usually it doesn’t take long.
Disabling client scripts on the client-side shouldn’t cause any issues to the server due to Filtering Enabled.
I mean as in like scripts not working or something, because maybe some server-scripts have remote events which are fired by the client. (I know it would yield until the client-scripts are enabled but I’m sure there are some other examples).
However, I have tried this in my commissioner’s game and everything seems fine but I’m just making sure you know. Because on regular servers it could take longer for the scripts to get enabled and I wanna know whether that will cause problems.
Also I know the client-scripts not being enabled for a while will mean that nothing runs so it would look weird on the client but that’s sorta the aim until after a few seconds it gets enabled.
Do you have an example of what you mean? This is a little confusing.
So let me explain a bit more, you know if all of your game’s client scripts are disabled for a bit on the client-side. The game obviously won’t work (properly) until they’re enabled again (for the client, server-side players would be fine). Would that be a problem? (Like could there be a chance that the scripts never get enabled again by me?) they’re enabled through a pcall and it has pcall retry logic by the way.
No unless the server-sided scripts depend on the player sending back information like firing remotes and stuff.
So for like 90% of games this would be fine I guess?
If your trying to do this for frameworking, module it?
Nah it’s something else, no frameworking stuff. nuh uh.
my answers going to be itll probs be fine but yeah test it and youll soon find out ahaha