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Re: Handling Client --> Server --> Clients? (FE = true)

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jewelycat is not online. jewelycat
Joined: 10 Sep 2008
Total Posts: 17345
01 May 2015 04:25 PM
So I have a shooter which I have just set FE to true on. The detailed guns are managed locally by each client. This means that players can't see each other's guns, so static copies are created locally.

However, I still want things like reloading / aiming / sprinting / switching weapon / look direction to be visible to other players. What's the best way to accomplish this?

And please, I don't want to call a RemoteFunction 60 times per second per client.
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jewelycat is not online. jewelycat
Joined: 10 Sep 2008
Total Posts: 17345
01 May 2015 04:28 PM
.
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JarodOfOrbiter is not online. JarodOfOrbiter
Joined: 17 Feb 2011
Total Posts: 20029
01 May 2015 04:32 PM
Each client should manage their own rendering stuff. When a person is doing an animation, have it tell all the other LocalScripts to animate the same way (Perhaps only if they are within a certain distance)
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jewelycat is not online. jewelycat
Joined: 10 Sep 2008
Total Posts: 17345
01 May 2015 04:34 PM
"Have it tell all the other LocalScripts"

...

Well that doesn't really help.
Also, things like look direction need to be updated constantly.
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jewelycat is not online. jewelycat
Joined: 10 Sep 2008
Total Posts: 17345
01 May 2015 04:40 PM
:l
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jewelycat is not online. jewelycat
Joined: 10 Sep 2008
Total Posts: 17345
01 May 2015 04:49 PM
:L
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TheNewChicken is not online. TheNewChicken
Joined: 18 Mar 2015
Total Posts: 1997
01 May 2015 04:50 PM
Theres an alternative to FE, a concept I have just implemented, but im not a jerk to leak it.
Party or Pm me to find out, it works just as well.
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jewelycat is not online. jewelycat
Joined: 10 Sep 2008
Total Posts: 17345
01 May 2015 04:54 PM
Nah
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jewelycat is not online. jewelycat
Joined: 10 Sep 2008
Total Posts: 17345
01 May 2015 05:01 PM
.
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