TimeTicks
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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| 15 Jun 2016 03:15 PM |
One way I heard about was tracking the time between remote events firing from the client back to the server. Any other ways?
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TimeTicks
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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Isosta
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| Joined: 10 May 2015 |
| Total Posts: 14729 |
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| 16 Jun 2016 02:53 PM |
remoteFunctions**
--client local time = tick() local x = game.ReplicatedStorage.RemoteFunction:InvokeServer() local ping = tick() - time
the power of the meme ( ͡° ͜ʖ ͡°) |
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Isosta
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| Joined: 10 May 2015 |
| Total Posts: 14729 |
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| 16 Jun 2016 02:55 PM |
local time = tick() local x = game.ReplicatedStorage.RemoteFunction:InvokeServer() local ping = (tick() - time)*1000
the power of the meme ( ͡° ͜ʖ ͡°) |
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Isosta
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| Joined: 10 May 2015 |
| Total Posts: 14729 |
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| 16 Jun 2016 02:55 PM |
make sure you send something back, like false in the remoteevent or i don't believe it will continue.
the power of the meme ( ͡° ͜ʖ ͡°) |
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