demor140202 Wrote:For example: players should be punished for not using an item. But the "onUseItem" event is on the Client side.
You can always create new server-side event for using an item, it's not a problem, you have to simply create a packet inside onUseItem event on client-side, and send it to server.
Then, you can simply read the packet on the server-side, and make a new event by using function: addEvent.
After that, just use callEvent function to call all binded functions to your new event.
The important thing to understand in this whole process is that you SHOULD only interact with synchronized values (like player(s) hp, mana, etc) on server-side.
Manipulating those parameters on client-side, will result in not syncing the script, or event if it will be synced, leave some vulnerabilities.
Long story short, when you want manipulate players, you have to write a server-side script (which can ofc interact with client-side script(s) by packets).
demor140202 Wrote:oh! You Patrix. It was you who had the problem with "ItemsGround.spawn" ? I have it, too, appears: Half of the players on the server do not see items.
In issue, there is also placed the potential fix for this bug.
As far as i know, setting up the virtual world for the itemGround does do the job.