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Lightlimn
#156837429Friday, February 27, 2015 8:13 AM GMT

okay, so my game will be semi single-player. it is basically a single-player game but online, like clash of clans for example. will filteringenabled make a difference?
chimmihc
#156837500Friday, February 27, 2015 8:20 AM GMT

yes.... it stops exploiters
Lightlimn
#156845527Friday, February 27, 2015 4:22 PM GMT

well, yes, but it's a single-player game. oh and there are still exploiters it's just that the stuff they do doesn't replicate to the server.
Lightlimn
#156848916Friday, February 27, 2015 6:03 PM GMT

qq?
DevConsole
#156852614Friday, February 27, 2015 7:44 PM GMT

Doesn't really matter if you have 1, 2, or 92 players, There is a server and there is/are client(s), FE should be used if you want for the most part exploit proof games.
Lightlimn
#156902034Saturday, February 28, 2015 9:33 AM GMT

look, filteringenabled doesn't stop exploiters. it stops what they do replicating to the server, but they can still see it, just not anyone else. if it's singleplayer, it's the exploiter's decision.
chimmihc
#156902250Saturday, February 28, 2015 9:45 AM GMT

"look, filteringenabled doesn't stop exploiters. it stops what they do replicating to the server, but they can still see it, just not anyone else. if it's singleplayer, it's the exploiter's decision." then you must learn how to properly use FE check if the client and server are not in sync and if so kick the player
eLunate
#156902288Saturday, February 28, 2015 9:46 AM GMT

You should still use FilteringEnabled to stop them from replicating their changes to whatever authorative thing you have on the server.
Lightlimn
#156909729Saturday, February 28, 2015 3:09 PM GMT

Okay, thanks.

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