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Re: Filtering enabled input lag.

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MalevolentHero is not online. MalevolentHero
Joined: 19 Aug 2014
Total Posts: 51
15 Nov 2015 09:58 AM
Is there any way, to script in filtering enabled without input lag?

I cannot deal with remote functions/events as some people will have SECONDS of input lag! I can't think of a single game where such delay is justified that requires inputs.
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vlekje513 is not online. vlekje513
Joined: 28 Dec 2010
Total Posts: 9057
15 Nov 2015 10:02 AM
http://wiki.roblox.com/index.php?title=Fighting_Lag
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MalevolentHero is not online. MalevolentHero
Joined: 19 Aug 2014
Total Posts: 51
15 Nov 2015 10:06 AM
Yeah I already read that, but despite it saying no input lag that is a completely false statement, because it might be true that the client input has no lag, the input will still have a lag before reaching other clients. And that was just my problem
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vlekje513 is not online. vlekje513
Joined: 28 Dec 2010
Total Posts: 9057
15 Nov 2015 10:09 AM
scenario?
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MalevolentHero is not online. MalevolentHero
Joined: 19 Aug 2014
Total Posts: 51
15 Nov 2015 10:15 AM
Alright so, in the post you send they were talking about a cannon.
When you input a key bind such as the key "F" it would activate a sound such as a fuse until the server has reached the remote function/event.

That would mean that if you have a inputlag of 0.1 seconds. It would fire after that 0.1 but someone with, for example worse internet it could be 1 second. That means that the fire time is variable depending on the lag.

This is a huge problem,

I want to make a gun.
It's unacceptable to make the gun fire with a muzzle flash but the bullet will come out only a second later.
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DermonDarble is not online. DermonDarble
Joined: 04 Jun 2015
Total Posts: 2576
15 Nov 2015 10:19 AM
do the effects instantly on the client and have the server do damage n stuff

DOG BISQUE
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Zaxerion is not online. Zaxerion
Joined: 09 Feb 2013
Total Posts: 2304
15 Nov 2015 10:22 AM
Here's what I do:

I make the bullet on the client, but don't replicate it. Instead, I only fire the server to deal damage. It makes no sense to replicate 50 projectiles, while calculating bullet drop for each, while in turn checking for dealt damage.
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MalevolentHero is not online. MalevolentHero
Joined: 19 Aug 2014
Total Posts: 51
15 Nov 2015 11:00 AM
Yeah I know.

But I wish to minimize the input lag to the max when it comes to high response games.
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chimmihc is not online. chimmihc
Joined: 01 Sep 2014
Total Posts: 17143
15 Nov 2015 11:05 AM
Don't spam requests, you don't have to replicate every single thing.
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Happywalker is not online. Happywalker
Joined: 05 Mar 2010
Total Posts: 3672
15 Nov 2015 11:05 AM
let's minimize to the max!


-wiki before u forum
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MalevolentHero is not online. MalevolentHero
Joined: 19 Aug 2014
Total Posts: 51
18 Nov 2015 06:24 AM
Already did and my point was that it doesn't help.
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DermonDarble is not online. DermonDarble
Joined: 04 Jun 2015
Total Posts: 2576
18 Nov 2015 08:26 AM
you're doing it wrong

LOBSTER BISQUE
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