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Re: Are there any opensource FE compatible guns?

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dev_Alekz is not online. dev_Alekz
Joined: 14 Sep 2013
Total Posts: 171
13 Jul 2016 02:39 PM
I really wanna read the code and analyze the architecture

any good examples?
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Twister_1976 is not online. Twister_1976
Joined: 17 Sep 2010
Total Posts: 2494
13 Jul 2016 02:43 PM
"analyze the architecture"
Lel

No, I don't know of any FE compatible guns, but maybe you know... You could make your own or do you not know how FE works? qq

If money grew on trees... It would be as valuable as leaves. | Twitter: @TwisterRBLX


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TimeTicks is not online. TimeTicks
Joined: 27 Apr 2011
Total Posts: 27115
13 Jul 2016 02:45 PM
Just keep in mind, replicate damage/bullet hit/raycasting on the server and handle the animations on the client.


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exoSentinel is not online. exoSentinel
Joined: 18 Mar 2012
Total Posts: 2795
13 Jul 2016 02:48 PM
@Time, you have to create a bullet and do raycasting locally. Having the server create the bullet has latency. You create a bullet locally and then tell all the other clients to create it.


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Twister_1976 is not online. Twister_1976
Joined: 17 Sep 2010
Total Posts: 2494
13 Jul 2016 02:52 PM
@exo
yeh

Server:
RemoteEvent.OnServerEvent:connect(function(plr, (args for recreating bullet))
RemoteEvent:FireAllClients(plr, (args for recreating bullet))
end)

Client:
function MakeBullet(plr, args)
if (plr == game.Players.LocalPlayer) then return end
--create bullet
end

game.Players.LocalPlayer:GetMouse.Button1Down:connect(function()
MakeBullet(nil, args)
RemoteEvent:FireServer(game.Players.LocalPlayer, args)
end)

RemoteEvent.OnClientEvent(MakeBullet)

If money grew on trees... It would be as valuable as leaves. | Twitter: @TwisterRBLX


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Lord_Narwhal is not online. Lord_Narwhal
Joined: 05 May 2012
Total Posts: 3242
13 Jul 2016 02:57 PM
do you have to fire all clients?

i feel like just creating it on the server is good enough


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RangerDelta is not online. RangerDelta
Joined: 10 Jul 2016
Total Posts: 1194
13 Jul 2016 02:57 PM
Raycasting server-side is annoying and noticeable as hell and I can't stand it.


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Twister_1976 is not online. Twister_1976
Joined: 17 Sep 2010
Total Posts: 2494
13 Jul 2016 02:58 PM
@Lord
It's what the other person says, it makes latency.

If money grew on trees... It would be as valuable as leaves. | Twitter: @TwisterRBLX


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RangerDelta is not online. RangerDelta
Joined: 10 Jul 2016
Total Posts: 1194
13 Jul 2016 02:58 PM
Alternatively you can raycast server-side and destroy it on the client who created the bullet. But, that's not as good because it still has to replicate from the server to all the clients so all you are doing is creating an additional step.


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Twister_1976 is not online. Twister_1976
Joined: 17 Sep 2010
Total Posts: 2494
13 Jul 2016 02:59 PM
Right @Ranger

If money grew on trees... It would be as valuable as leaves. | Twitter: @TwisterRBLX


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RangerDelta is not online. RangerDelta
Joined: 10 Jul 2016
Total Posts: 1194
13 Jul 2016 03:00 PM
People always forget ROBLOX is not and never has been and never will be P2P. Everything is client -> server -> other clients, and it always will be. Filtering gives you more power over that, of course, but it's nonetheless the fundamental truth.


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Lord_Narwhal is not online. Lord_Narwhal
Joined: 05 May 2012
Total Posts: 3242
13 Jul 2016 03:01 PM
my weapons work like this

i create it on client, then i create it on server and return the server projectile to the client with a remote function, i also create the bullet on the server there

then with the bullet from the client i just make it transparent locally

other player's projectiles are laggy but that doesn't matter imo

but if you want 0 latency you should fire all clients


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Baseness is not online. Baseness
Joined: 07 Oct 2015
Total Posts: 1001
13 Jul 2016 03:07 PM
the best gun model you will ever find in free models is the turbofusion kit

it's the most popular gun kit out there and he is releasing version 4.0 soon

https://www.roblox.com/Gun-Kit-v0-0-3-V4-in-progress-item?id=185490628


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