Roblox FE Script Converter

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Roblox FE or Roblox Filtering Enabled can prevent local scripts and server scripts from communicating with each other automatically. It can also mean that any parts or examples which are changed on the client do not replicate to the server. Most of them are auto replicated to the client on the server. As the local scripts and ServerScripts are no longer communicate with each other, the scripts inside things such as GUIs no longer work, as the mouse is client side.

In order to find the script converter of Roblox FE, you can head to a site named Pastebin. It is the most popular site for scripts. There, you can just type “Roblox FE converter” as the keyword and the result will be shown upon hitting the Enter button. Here is the script of Roblox FE converter:

1. local FeSource = nil;pcall(function()FeSource = game:GetService(“HttpService”):GetAsync(“https://raw.githubusercontent.com/WaverlyCole/FE-Compatibility-VoidSb-/master/translate.lua”)end);

2. local ScriptSource = nil;pcall(function()ScriptSource = game:GetService(“HttpService”):GetAsync(ScriptLink)end);

3. if not FeSource then error (“Failed to grab update! Please re-try

4. local FeConversion = loadstring(FeSource);local FeSucc,FeErr = pcall(FeConversion);if not FeSucc then warn(FeErr)error(“Failed to initiate! Try again later.”,0) end;

5. local Script = loadstring(ScriptSource);local Succ,Err = pcall(Script);if not Succ then warn(Err)error(“Error loading script.”,0) end;


How to convert the old Roblox games to FE suing scripts? The first thing that you have to do is to find any connections between the client and the server. Let’s say that you have the LocalScript that can kill like Humanoid on EM games. Apparently, this one will auto replicate to the server but with FE it will not. In order to fix this, you will need the RemoteEvent. By using the listener on the server,the issue can be fixed.

Killing a player through a LocalScript with FE [code]

Let’s say you have he RemoteEvent inside ReplicatedStorage named Kill-luman. Now, it is time for you to hook up the listener to the event inside the ServerScript.

game:GetService(“ReplicatedStorage”).KillHuman.OnServerEvent:Connect(function(p)

p.Character.Health = 0

end)

Now, when you call this one in the local script with :FireServer(), it will kill the local player. If the value is needed from the server, you can use RemoteFunctions(). If you are successfully required the object out of ServerStorage, obviously, all the clients cannot see ServerStorage, but the server can.

You can name the object as Map1 and if you want to give the clone of it to the client, you can use the RemoteFunction named Map1. Before anything, it is better for you to start with the ServerSide code:

game:GetService(“ReplicatedStorage”).GetMap1:OnInvoke = function(player)

local objC = game:GetService(“ReplicatedStorage”).Map1:Clone()

return objC

end

Then, if you call this one from the client with ‘’local obj = game:GetService(“ReplicatedStorage”).GetMap1:InvokeServer()’’, the client will be given Map1 under the local variable obj.

The second step is to convert any server scripts from ScreenGuis and the player to local scripts. The main reason behind it is because ServerScripts will not run inside the player, but the local scripts will. It is quite easy to rework. You can just repeat the Step 1 if the server is needed to do anything.

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