dev_Alekz
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| Joined: 14 Sep 2013 |
| Total Posts: 171 |
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| 13 Jul 2016 02:39 PM |
I really wanna read the code and analyze the architecture
any good examples? |
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| 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
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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| 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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| 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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| 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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| 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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| 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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| 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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| 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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| 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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| 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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| 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
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| Joined: 07 Oct 2015 |
| Total Posts: 1001 |
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| 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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