Comments (1)
I will add a special condition to manually clone it from the StarterGui from the Client, but the other points are actually intended behavior.
The GUI is only created if it doesn't already exist, this mirrors how all of the default Roblox GUIs work. This lets users change the color scheme if they wanted to for example.
And if the game developer wants to disallow players from seeing Cmdr, there is a special API call for this-- CmdrClient:SetEnabled(false)
.
There is no concept of "Authorized players" in the way that you are speaking of here in Cmdr, as there are only command hooks which may interrupt the commands at run time for a variety of factors.
Good shout on the replication bit, though 👍
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Related Issues (20)
- Add optional 'filter' parameters to RegisterHooksIn and RegisterTypesIn HOT 1
- Verify that client-only registration works
- RegisterCommand(commandScript: ModuleScript, commandServerScript: ModuleScript?)
- `help [command_name]` is broken by inline arguments
- Shared is not in Cmdr while initialization. HOT 2
- Can't open cmdr. HOT 2
- Jump seated players before teleporting
- I followed a tutorial on how to make a Spawn Enemy Script on CMDR but this pops up HOT 2
- Make "mash to enable" independent of CmdrClient:SetEnabled
- Test 1
- Test feature request
- Autocomplete: treat aliases as commands in their own right
- Deprecation warnings
- Prepend error and warning messages with [Cmdr]
- Add 'cmds' and 'commands' as aliases to the 'help' command
- Add client-side events to allow developers to integrate external systems into Cmdr HOT 1
- Stronger typo-guarding through metatable errors
- Documentation megalist HOT 1
- Auto type HOT 2
- Make `blink` and `thru` ignore CanCollide false parts HOT 3
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