It depends, but why would you like to do that? you can safely remove it on client, cheaters can create their own scripts anyways soo no problem to make it client-side, server-side might not see local scripts as those can be moved by client
i wanted to implement it because whenever the player spawns a vehicle and uses its ability, when they despawn it i dont want the ability to be useable after its despawned, i tried disabling it but it didnt work either
Cheaters will do it anyways, but what you can do is adding some boolean that prevents people from executing commands
how could i implement the boolean value to prevent cheaters from doing so?
Well, one thing it could be is that the script is in StarterCharacterScripts and youâre getting the local script with player:FindFirstChild(âLocalScriptâ)
Try using char:FindFirstChild(âLocalScriptâ)
i tried using char:Findfirstchild and it still comes back as nil for some reason
Thats weird. Theres gotta be something causing it to always show up as nil
i dont undestand why its happening, the script is clearly there inside the character and the :Findfirstchild its referencing off has the same name as the script, but the print comes back as nil
Yeah, its definitely strange. You could try deleting the local script from the local script itself. Still using the client event though
You gave a great idea, instead of sending the remote event to a local script then referencing the ability inside the character, i instead sent the remote event to the ability script itself then when the script gets that event, it destroys itself and it works! thanks for the idea you really helped me. the script finally gets destroyed with the accessory
Nice! Im glad i could help you!
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