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| 30 Aug 2016 11:11 AM |
I am creating a FE racing game, but some of the notable issues is a input delay to a certain extent. How can I make the input time better?
The network model is basically this: client network ownership -> server -> clients
https://www.roblox.com/games/199375167/memeplace |
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pullman45
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| Joined: 09 Jul 2012 |
| Total Posts: 2891 |
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| 30 Aug 2016 12:09 PM |
http://wiki.roblox.com/index.php?title=Fighting_Lag
I'm not sure if this will help you but at least it's an interesting tutorial. |
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| 31 Aug 2016 04:25 PM |
b1 added a client-sided car that doesn't lag, but having some issues w/ it keeping up w/ the server car. |
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| 31 Aug 2016 04:27 PM |
seat.Changed:connect(function() seat:SetNetworkOwnership((seat.Occupant and game.Players:GetPlayerFromCharacter(seat.Occupant.Parent)) or seat:GetNetworkOwnership()) end) |
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| 31 Aug 2016 04:28 PM |
i think it might be GetNetworkOwner
basically, if someone sits in that seat, it becomes owned by them |
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| 31 Aug 2016 04:48 PM |
| It's not a car w/ a seat and a robloxian, it's a custom character with a car mesh. It's better after some changes now, just need to keep up both client and server car's rotation |
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KreoBox
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| Joined: 24 Aug 2016 |
| Total Posts: 356 |
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| 31 Aug 2016 05:02 PM |
| You need to understand that in online games different people don't see the exact same thing. |
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sayhisam1
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| Joined: 25 Nov 2009 |
| Total Posts: 2092 |
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| 31 Aug 2016 05:04 PM |
What you want to do is implement it such that the cars only exist on each client, and not on the server. This way, you can implement some slight prediction, and that way, it will appear to be realtime.
Look at my game for an example of this implementation: https://www.roblox.com/games/492432726/Armored-Assault
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