The ResetGuiOnPlayerSpawn property of StarterGui doesn’t make any difference if Filtering is enabled, apparently.
I just add whatever GUI is necessary for the client to operate in the game. This helps with exploiting as well. Sure, it resets the GUI every time (which can be a hassle sometimes), but I’d rather control what the client gets than give them all of it at once.
t = tick()
while wait(.5) do
print(t)
end
Try this in a new place. Test with:
- FE false, ResetPlayerGuiOnSpawn true (default)
- FE false, ResetPlayerGuiOnSpawn false
- FE true, ResetPlayerGuiOnSpawn true
- FE true, ResetPlayerGuiOnSpawn false
and load your character, then reset it while watching the output to prove FE has no say in whether ResetPlayerGuiOnSpawn will reset your guis on spawn, like normal.
Nothing weird is going on. No bugs.
I’m pretty sure ResetPlayerGuiOnSpawn has to be set by the client in FE situations… Not sure though!
Oh I was setting it from the explorer in studio, which works in FE too. But if you’re setting ResetPlayerGuiOnSpawn mid-game then yep you can’t set it from the server. That is what OP meant and it’s not a bug like digpoe says it has to be set by the client.
So it’s not a bug that the property doesn’t replicate properly when set by the server, or is it?
This is not indicated clearly on the wiki, so either this should be considered a bug or someone should add a note to the wiki page of ResetPlayerGuiOnSpawn if it is in fact by design, because it breaks the expected behaviour of FilteringEnabled.
It’s definitely a bug. If I set a server property in Studio, there’s no reason why I should have to handle the initial replication of those properties. That doesn’t seem to be true for other things.
I know this is an old post, but this is ridiculous. It took me an hour to figure out exactly what the problem was. When I did everything, including making a repro place, this poped up as a similar post. It even had the solution.
I can’t believe this hasn’t been fixed yet. It only takes prob a min tops to do this.
You don’t even need to do any implementation with C++. Just a server script that sends players who join a packet saying “this game is FE and you need to have this property correspond to the server’s property.” The local script receives and enables it.
Please fix. There will be more like me who take a few hours trying to fix this, even though it’s not their fault. qq
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