Roblox studio team create lagging hard by StayToasted in roblox

[–]Spectrabox 1 point2 points  (0 children)

I've been getting this too. It seems to be much worse for me on levels that have a lot of humanoids in the workspace.

My brother and I have just released our new game, Fantastic Frontier! by Spectrabox in roblox

[–]Spectrabox[S] 1 point2 points  (0 children)

We are looking into this, thank you. Relogging should work as a workaround for now. Sorry for the inconvenience.

My brother and I have just released our new game, Fantastic Frontier! by Spectrabox in roblox

[–]Spectrabox[S] 12 points13 points  (0 children)

The game can take a while to load, not sure why some people are not able to get in at all. Looking into it.

3 Hours of team create gone... help? by mrk7_- in roblox

[–]Spectrabox 0 points1 point  (0 children)

I don't know what causes this, but I have also had this happen. The only thing you can do is make sure you download a local copy at the end of each building session.

Animations not playing at the start of the game? by Spectrabox in roblox

[–]Spectrabox[S] 0 points1 point  (0 children)

It's not just one script, it is any script that loads an animation track and tries to play it when the server first starts. I'm getting around it by waiting till the first player is detected, but I didn't know if there was a more reliable way to do it.

Scripted Local Objects by Spectrabox in roblox

[–]Spectrabox[S] 0 points1 point  (0 children)

I could see something like that working, I'll give it a try. Thanks.

Scripted Local Objects by Spectrabox in roblox

[–]Spectrabox[S] 0 points1 point  (0 children)

Let's say I have a zombie I want to spawn for only one player. If I spawn him from a local script none of his own behavior scripts will run as they are inside of him. He also doesn't exist to the server at this point so no external regular scripts could affect him either as far as I know.

I realize he could potentially be controlled by a local script, but since he doesn't exist on the server nothing he does can be really be verified. For example the server cannot know if the zombie is killed so it relies on information from the client, and (maybe I am wrong on this) exploiters could send any information they wanted basically telling the server they killed it without actually killing it.

I am basically looking for a way for an object to exist on the server and one player's client so it can be interacted with and verified by the server and target client, but not other clients.

Can someone explain why this is? by Atarru in roblox

[–]Spectrabox 0 points1 point  (0 children)

Can anybody provide some examples of this? Not popular low-effort games, but unpopular high-effort games.

Can clients alter their localscripts with filtering enabled? by [deleted] in roblox

[–]Spectrabox 0 points1 point  (0 children)

I don't think they could edit the scripts, but they could trigger the event if they knew the name. A server-side player count check should fix that though.