Welds with FilteringEnabled question

Alright so,

I want to know your guys opinion on this.
I have this section of code, which moves the characters Right Leg:

W = Instance.new("Weld")
W.Parent = RL
W.Part0 = Torso
W.Part1 = RL
W.C0 = CFrame.new(0.5,-1.5,0.5) *  CFrame.fromEulerAnglesXYZ(-math.pi/4,0,0)

Without FilteringEnabled, the player and everyone else can see it.
With FilteringEnabled, only the player can see it.


So my plan is, to have a ServerScript and a LocalScript. The LocalScript does most of the work, and the ServerScript is only for creating the welds. ( A RemoteEvent will be used obviously )

Does this seem like a good idea?


I haven’t tried it right now, as I suspect there will be some Lag between the welds and the player. I don’t know this, this is why I wan’t your guys opinion on how I should tackle this problem.

2 Likes

You can’t set FE to false atm so there is no point.

Obviously FE is a better option no one here (99%) won’t recommend turning FE off anyways.

You should use the motor6d joints already in the character (or created on the server, if you have a custom character system) and have the client control it with the Transform property, it will replicate for you without the need for remote events Documentation - Roblox Creator Hub

Explain in more detail what the server script does. It doesn’t just tell the clients to make what ever weld is passed to it right?

I’ve used Transform on the client before, it seems like sometimes it replicates to other clients and sometimes it doesn’t.

I’ve edited it to hopefully make it make a little more sense.

I recommend the server creates and destroys the welds, but then have the client spam remoteevents that tell other clients to make a change to the welds locally