- **What do you want to achieve?
ensure ammo value clips etc put as number.values in Replicated Storage are separate, local and not shared by all players -
What is the issue? Include screenshots / videos if possible!
I am scripting ammo system … wanting to use simple ammo,clips ,maxammo and unsure if that value is changed locally or if change will replicate to all clients… dont want everyone’s ammo to decrease when 1 person shoots … using it in rep store for easy to script gui …
I’m sure this is an easy question … thanks in advance for any input … not much on this in google or the hub
if you’re changing it from a script, it will be on a server so that means all players, if you’re changing values via local script then it will be separated, but if you’re planning on using local scripts for that, it could easily be exploited, anyways. If you want to actually store information. You could create instances like number values etc… with corresponding names to what you want them to be in each player. To do this you would need to use player added event which fires whenever a player joins the game. I’m going to guess you don’t actually have a lot of experience with scripting, and instead I would love to share this playlist with you!
its a local script in tool that references repstore ammo instance value … does it effect other players ammo instances in their repstore folder when they ‘shoot’ using their local script … I’m actually 1/2 way thru doing a player added version that makes folders of plr name w/ ammo/clip/etc … when I went 'am I over scripting …is it local there or does it get sent to all … I know I should know this the video didn’t detail how something in repstor would act … want to be sure vs writing a huge script? Brain blanking and givin myself a headache while now committed to writing the huge script either way… lol good video btw …
It doesn’t, so you’re save to use that. Though if you just need to have those values for the client, you might want to look into ModuleScripts
A while ago, modifications done by the client were being replicated to the server, that was removed due to security concerns, ie exploiters could modify values on their client, and those changes would replicate to the server… Look into FilteringEnabled if you are interested
Nowadays, only some rare things replicate automatically from client → server, mainly (if not only) character stuff (character movement, and some humanoid properties?)
good to know with module scripts as I have a bunch of them in another project that need to be individual to player … this was in foggy territory assume was all I could maybe do without testing … I have just finished making the server script in SSS to make individual folders per player with instances for ammo/clips/clipsize so I clobbered the non problem good …at least it will be tidy with a shiny nametag in repstore and zero chance of interfering lol thanks