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?
FilteringDisabled is for squares |
|
|
| Report Abuse |
|
|
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 |
|
|
| Report Abuse |
|
|
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
FilteringDisabled is for squares |
|
|
| Report Abuse |
|
|
|
| 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) |
|
|
| Report Abuse |
|
|
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 |
|
|
| Report Abuse |
|
|
|
| 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. |
|
|
| Report Abuse |
|
|
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
FilteringDisabled is for squares |
|
|
| Report Abuse |
|
|
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
FilteringDisabled is for squares |
|
|
| Report Abuse |
|
|
|
| 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. |
|
|
| Report Abuse |
|
|
| |
|
| |
|
|
| 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? |
|
|
| Report Abuse |
|
|
| |
|
|
| 08 Aug 2015 09:29 PM |
just a Q:
are your weps tools? |
|
|
| Report Abuse |
|
|
Isosta
|
  |
| Joined: 10 May 2015 |
| Total Posts: 14729 |
|
|
| 09 Aug 2015 08:22 AM |
roblox tools are bad.
FilteringDisabled is for squares |
|
|
| Report Abuse |
|
|
|
| 09 Aug 2015 10:57 AM |
| So no thank you for letting you see my method? |
|
|
| Report Abuse |
|
|
Isosta
|
  |
| Joined: 10 May 2015 |
| Total Posts: 14729 |
|
|
| 09 Aug 2015 11:01 AM |
i dont need ur method mang
FilteringDisabled is for squares |
|
|
| Report Abuse |
|
|