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| 09 Aug 2016 11:47 AM |
right now i have a bow
it has 3 script components
the localscript in the tool a module script and then a server script
localscript uses module to fire to server and all that junk
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Soybeen
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| 09 Aug 2016 11:49 AM |
It can just be as simple as:
LocalScript fires RemoteEvent in ReplicatedStorage ServerScript listens for RemoteEvent.OnServerEvent(plr) ServerScript generates arrow and sets network ownership to the server
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| 09 Aug 2016 11:51 AM |
@Soy
i was using module scripts for "clean" code but it just seems kind of unnecessary
is that what you're implying
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Soybeen
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| 09 Aug 2016 11:54 AM |
well my firing system with fe is pretty solid right now
i fire arrow client side, invoke server to return arrow it fires on the server, then make that invisible on the client that fired
it works surprisingly well
should i make a separate server script for every weapon then
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Soybeen
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| 09 Aug 2016 11:56 AM |
Nah, you could just make one that listens for all the events, and generates a different bullet depending on which thing you fired.
Or, if it's even simpler a system where you're only changing the projectile, you can use 1 event and pass information about the projectile as arguments.
For example
:FireServer("Laser")
then the server script is all like:
event.OnServerEvent:connect(function(player,projectile) if projectile == "Laser" then -- make laser elseif projectile == "Arrow" then -- make arrow -- and so on end end)
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| 09 Aug 2016 11:58 AM |
my projectiles are annoying and i have to change them with math to make them go straight
one server script for each type of projectile might be good since there's only 3
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Soybeen
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| 09 Aug 2016 12:00 PM |
I mean, why make 3 scripts when you could just make 3 events in one script
Arrow.OnServerEvent:connect(function(player) -- make arrow end)
Bullet.OnServerEvent:connect(function(player) -- make arrow end)
Laser.OnServerEvent:connect(function(player) -- make arrow end)
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Soybeen
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| 09 Aug 2016 12:01 PM |
* -- make bullet -- make laser
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| 09 Aug 2016 12:02 PM |
i suppose so, is there a performance difference or something
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Soybeen
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| 09 Aug 2016 12:03 PM |
also, do you think this is an ok way to throttle it and check for exploiters
have a variable called queuesize, that goes up by 1 and down by 1 when a projectile is made and destroyed
if the queuesize is higher than the fire rate should allow, kick the player
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Soybeen
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| 09 Aug 2016 12:07 PM |
Something like that should work, just make sure you give them a little bit of leeway to account for ping if you really want to kick them. They could have 5 projectiles locally but if a lag spike hits or if their latency is really high, they could send those 5 plus a few more to the server. Though, I don't know if your system is set so they could queue up like that in the first place.
Just cap it instead of kick :^)
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| 09 Aug 2016 12:09 PM |
it only lets them fire after the client to server interaction has entirely finished
so the only way that can go up is if an exploiter is spamming the remote event
if you lag it will just slow your firing rate i think
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Soybeen
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| 09 Aug 2016 12:17 PM |
Well if you just generate the bullets on the server you won't have this problem :)
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