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Re: How to update the neck completely on the server

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Isosta is not online. Isosta
Joined: 10 May 2015
Total Posts: 14729
08 Aug 2015 08:41 PM
Currently I'm running a remoteevent, basing the neck on the Camera's lookVector every renderstepped on the client, and every .2 seconds on the server.

Any way to remove the remoteevent from the equation to make it smoother on the server?


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TimeTicks is not online. TimeTicks
Joined: 27 Apr 2011
Total Posts: 27115
08 Aug 2015 08:43 PM
re:FireServer(part,part.CFrame)

re.OnServerEvent(...)
local tuple = {...}
tuple[1].CFrame = tuple[2]


"Talk is cheap. Show me the code." - Linus Torvalds
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Isosta is not online. Isosta
Joined: 10 May 2015
Total Posts: 14729
08 Aug 2015 08:46 PM
that's pretty much what I'm doing, but with a joint between torso and the head.

It works fine, but there is a lot of network traffic between server/client because of this


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LongKillKreations is not online. LongKillKreations
Joined: 14 Feb 2014
Total Posts: 4502
08 Aug 2015 08:47 PM
I wonder this too. It's gonna be choppy even if you fire every RenderStepped (actually it's probably choppy because of all that network traffic lol)
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TimeTicks is not online. TimeTicks
Joined: 27 Apr 2011
Total Posts: 27115
08 Aug 2015 08:48 PM
Only replicate the important stuff, keep most of the stuff client sided. If you are using guns, I suggest you only replicate the gun/character rotation and the gun bullets.


"Talk is cheap. Show me the code." - Linus Torvalds
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LongKillKreations is not online. LongKillKreations
Joined: 14 Feb 2014
Total Posts: 4502
08 Aug 2015 08:49 PM
Thing is, it can get really awkward in vertical maps when someone shoots below you shoots you when they're not even looking up and their gun is just chilling there.
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Isosta is not online. Isosta
Joined: 10 May 2015
Total Posts: 14729
08 Aug 2015 08:50 PM
@timeticks,

Right now, when you equip a weapon, I only send over the guns name, and it will weld a server sided tool to the character, and get its arm weld positions from a universal module


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Isosta is not online. Isosta
Joined: 10 May 2015
Total Posts: 14729
08 Aug 2015 08:51 PM
@LongKill,

Ikr?
That annoys the hell out of me, especially since my game has a function where you can legitimately run up and down on the side of walls, I wouldn't know if someone sees me or not


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Fluffmiceter is not online. Fluffmiceter
Joined: 28 Jan 2012
Total Posts: 6931
08 Aug 2015 08:54 PM
Your best option is to render the neck's movements on the client AND the server independently. It will make the server and client slightly out of sync depending on how severe the lag is, but it will make everything look smooth. You may be able to get away with re-syncing the server and client by setting the client render's position and rotation to the server render's position and rotation during cleverly timed cutscenes or other moments where the camera stops focusing on the neck.
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LongKillKreations is not online. LongKillKreations
Joined: 14 Feb 2014
Total Posts: 4502
08 Aug 2015 09:05 PM
pls elaborate
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wackeyhd5cool is not online. wackeyhd5cool
Joined: 24 Nov 2010
Total Posts: 906
08 Aug 2015 09:16 PM
raa or die ok?
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iSpecializinq is not online. iSpecializinq
Joined: 31 May 2015
Total Posts: 2182
08 Aug 2015 09:25 PM
Heres my place (open-soucre)

http://web.roblox.com/games/254353193/Army-of-Blox-Dev

you can see im aking the weps.

maybe try how i rendered the arm's CO but for the neck?
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iSpecializinq is not online. iSpecializinq
Joined: 31 May 2015
Total Posts: 2182
08 Aug 2015 09:25 PM
making*
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iSpecializinq is not online. iSpecializinq
Joined: 31 May 2015
Total Posts: 2182
08 Aug 2015 09:29 PM
just a Q:

are your weps tools?
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Isosta is not online. Isosta
Joined: 10 May 2015
Total Posts: 14729
09 Aug 2015 08:22 AM
roblox tools are bad.


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iSpecializinq is not online. iSpecializinq
Joined: 31 May 2015
Total Posts: 2182
09 Aug 2015 10:57 AM
So no thank you for letting you see my method?
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Isosta is not online. Isosta
Joined: 10 May 2015
Total Posts: 14729
09 Aug 2015 11:01 AM
i dont need ur method mang


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