Exporting information from Client

Hello, I love playing PTFS on Roblox and I made an app which shows me text data that I saved about flight. I want to add ability to see players on map which will be in this app. For this I need to find way to get information from Game Client and use it for maths of players location on map inside my app.

I want to get this information from client: Player.Position, Player.Rotation, Player.Nickname. I just ask if game engine saves this information in any file/directory during player plays game.
So that’s what I want: My app <(DATASET I NEED)< Player’s Client <(FULL DATASET)> Game Server

I don’t know any solution for this task, I just want to ask about game engine design. Main questions:
• How (where) does Ro-Client saves information that it got from Ro-Server?
• Is there way to get that information?
• Do you have any suggestions how can I solve this task this or any other way?

You can’t get this information from a player’s files. If you don’t own the “PTFS” game mentioned earlier, then you can’t do this at all.

The engine does contain these properties as BasePart.Position, BasePart.Orientation and Player.Name, these are things you can search for. These are not saved in a player’s files though and you can’t access someone’s files either, or shouldn’t without their express permission if you can access them.

No way to solve this differently.

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Okay, I can’t have access to player’s files. I don’t need them.
I get information about all players to my client. This information includes all player’s visible information.
Lemme re-explain:
I’m player - I see other players. Why do I see other players? Because MY CLIENT gets information from SERVER about all players position, rotation and other visual information (skin decals, accessories).
I don’t need server information as I’m not owner of game - I need information that MY CLIENT gets to show other players. I don’t take player’s information, I get my client’s information which helps my game to show players. That’s it.
I need BasePart.Position, .Rotation and .Name that my client gets from server and saves on my PC.

Anything to do with character physics, including position and orientation, are client authoritative. The server is only responsible for propagating the changes to other clients. You don’t receive this information on your computer, that information is only for use on the game engine.

I do NOT need any physics actions or anything else about characters. I need their positions as on server. image|690x491 I don’t need other players’ information. I need informaion that i get from client

(Upd): I don’t need to have direct access to information of players - i don’t do anything that will change game. I need 3 values for every player in server to math position on map in my app for every player. I just need like Read-only type of information that i could use FROM CLIENT. I don’t care about server information - i don’t need it. I need what my client see.

You will have to ask the game creator for such a feature or read this information directly from your machine memory.

“or read this information directly from your machine memory” - that’s what i want. I just can’t find path to this slot of memory.

If you’re on Windows, you can use the memoryapi functions from the Kernel32 library to read memory from specific processes. You just have to know where exactly it is.

You’re missing the point of why I included that to begin with and ignoring what I’m explaining here. It’s a brief explanation of how these properties are used in the engine. Please read the post.

Position and orientation are physics-based properties which are controlled by the client who owns the character. The server is only responsible for propagating these in engine. You don’t get them in your computer’s files and you can’t access them either. They are for engine use only.

I never said anything about gaining access to game-changing properties nor did I imply that you would need to change anything. I also didn’t imply anything about needing to know the server’s information, all I said is that the server propagates those properties to other clients.

1 Like

“You don’t get them in your computer’s files and you can’t access them either”

Game Engine should save these values, anyway. Maybe I can get them not from file, but from RAM. The way that NachtHemd expained seems good for that.

Anyway thanks for replying to this.