Why is ENT:Use() serverside only? I need a 2d3d button on an entity to change colors when someone uses the entity and I can’t because it’s just a mystery to the client whether or not they succeeded in using something.
Does anyone know a way around this that doesn’t involve net messages or NWBools?
Imagine an entity that gives you a secret, or the next stage in a puzzle, and all you would have to do to get that secret is press enter, along with a few other conditions you want to keep secret. The conditions would have to be serverside, to make sure players aren’t cheating their way into pressing the button.
Then you just keep the secret logic on the server…? Just because a hook is shared doesn’t mean everything about it is exposed to the client. That’s like saying
GM:OnPlayerChat shouldn’t exist because if you wanted a secret phrase, the client could cheat and know that phrase. Well if you wanted it to be a secret, why did you put the secret phrase on the client and not do it on the server with
You can split server and client functions just fine. I literally just want to set a variable to CurTime clientside when the player uses the entity without having to use net messages and other otherwise unnecessary workarounds.