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| 19 Jan 2014 04:22 PM |
I am currently working on a game which uses pseudo characters, only I recently discovered that BodyMovers within a Player's Character will not function client-side (So be synced) UNLESS the part they are in is named or welded to another part which is named after a normal part in the Character (So if its named "Part" it will be behind the player's movements, if its named "Head" or "Torso" it will be.)
This is EXTREMELY stupid. ALL BodyMovers within the Player's Character should be Synced so that movement is smooth on the clients-side. There is NO REASON WHATSOEVER for it NOT to be. |
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| 19 Jan 2014 04:28 PM |
| Actually, maybe "Support for BodyMovers in Characters" would be a better title... |
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| 20 Jan 2014 10:37 AM |
I suppose I support.
By BodyMovers, do you mean something like a BodyForce, or something else? |
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| 20 Jan 2014 10:40 AM |
| BodyForce, BodyVelocity,BodyPosition. Anything which begins with "Body" |
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| 20 Jan 2014 12:39 PM |
| I knew this a long time agp, but I never suggested this. Support. |
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| 20 Jan 2014 02:30 PM |
| I'm not sure what I'm supporting |
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| 20 Jan 2014 02:31 PM |
| Technical update to allow, when within a character, a client to preform calculations on ALL BodyMovers. |
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| 21 Jan 2014 01:19 PM |
::P
Has the floodcheck increased..? |
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Espithel
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| Joined: 09 Oct 2009 |
| Total Posts: 20917 |
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| 21 Jan 2014 01:30 PM |
It's increased to a minute.
Anyway, I have no idea what you're talking about. Support. |
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| 21 Jan 2014 01:30 PM |
Why on earth have they done that?
I take like 5 seconds to write some posts... |
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Espithel
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| Joined: 09 Oct 2009 |
| Total Posts: 20917 |
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| 21 Jan 2014 01:32 PM |
| Urgh... why must they make us all suffer..? |
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| 21 Jan 2014 02:28 PM |
:D
I really hate the floodcheck... Why cant they find alternative solutions? |
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