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Re: Custom Character Modifications Server-Client

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KAMIKAZEPOLO is not online. KAMIKAZEPOLO
Joined: 14 Mar 2012
Total Posts: 1049
01 Dec 2015 10:31 PM
This is just a method question, I don't have actual code.

So say you create your own character, for example it's a sphere version of the default blocks. This isn't a mesh inside the head, left arm, etc. It's a completely standalone character.

Here are a few things for the idea:

You have a humanoid in it, so that you can use animations with it.

Filtering Enabled is on.

You want your animations to play for one person, but everyone else can see it as well.

You want their position to update, since you've made your own controls, whenever they press W, A, S, D, or Space.

Now the question:

Since latency is a large concern, I don't want to use a lot of server scripts. I check for response from player in a local script, and use a RemoteEvent to tell the server the player has pressed a key. The player moves, and his animation also plays.

Is there a better method? I know RemoteEvents have a delay.
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KAMIKAZEPOLO is not online. KAMIKAZEPOLO
Joined: 14 Mar 2012
Total Posts: 1049
01 Dec 2015 11:39 PM
no notes?
+Bump
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CLIMAXIMUS is not online. CLIMAXIMUS
Joined: 22 Jun 2012
Total Posts: 1738
01 Dec 2015 11:46 PM
Solution:

BasePart:SetNetworkOwner()

You could then modify the changes you make client-side and have them replicate to the server, even with FE turned on.
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