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Re: Projectiles in FilteringEnabled

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Deus_Nihil is online. Deus_Nihil
Joined: 13 Jun 2011
Total Posts: 562
14 Aug 2017 10:36 AM
How do I optimize for projectiles better in games with FilteringEnabled?
Whenever my game is in "Experimental Mode" the projectiles work just fine, but when it come to filtering enabled, there's a little bit of lag here and there.

you click, a tiny bit of input lag (which isn't honestly the problem) the local script signals the remote event, the server says okay, let me get this part for you, the part is inserted, IT LAGS (cringe), and then it finally flies off into the wall
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SlimeMan22 is online. SlimeMan22
Joined: 10 Mar 2012
Total Posts: 1210
14 Aug 2017 11:04 AM
Well, that's roblox for you
You COULD try to use raycasting, but then your thingy thinged thinger would either require so many line segments that it's also laggy, or you could just let it be completely unrealistic

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RobuxLife is not online. RobuxLife
Joined: 19 Sep 2012
Total Posts: 13336
14 Aug 2017 11:06 AM
Try setting the network ownership of the part to nil. basically roblox's system works by setting it wherever the closest player is iirc


- RobuxLife | Discord - RobuxLife#4128 |
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Deus_Nihil is online. Deus_Nihil
Joined: 13 Jun 2011
Total Posts: 562
14 Aug 2017 11:24 AM
Can you explain in a little bit more detail, @RobuxLife?
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Deus_Nihil is online. Deus_Nihil
Joined: 13 Jun 2011
Total Posts: 562
14 Aug 2017 11:26 AM
Ah, I have the wiki page up..
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Deus_Nihil is online. Deus_Nihil
Joined: 13 Jun 2011
Total Posts: 562
14 Aug 2017 11:58 AM
This seems to increase the "hop"
however, i haven't tried it everywhere in the script yet..
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RobuxLife is not online. RobuxLife
Joined: 19 Sep 2012
Total Posts: 13336
14 Aug 2017 12:15 PM
The projectile, I'm guessing you clone it?

If you want it to be less laggy, set network owner to the player that fired it. it's a projectile and it would be laggy for other people but it's really fast anyways.


- RobuxLife | Discord - RobuxLife#4128 |
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Deus_Nihil is online. Deus_Nihil
Joined: 13 Jun 2011
Total Posts: 562
14 Aug 2017 12:33 PM
I don't clone the projectile, I actually create via scripting
I'll try that..
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NexanianStudios is online. NexanianStudios
Joined: 16 Jul 2016
Total Posts: 1109
14 Aug 2017 12:38 PM
Use a local script for everything but replicating the bullet to other clients
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Deus_Nihil is online. Deus_Nihil
Joined: 13 Jun 2011
Total Posts: 562
14 Aug 2017 12:38 PM
Interesting!
Maybe if I make two projectiles instead of one....
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Deus_Nihil is online. Deus_Nihil
Joined: 13 Jun 2011
Total Posts: 562
14 Aug 2017 12:41 PM
I've already got that covered, I'm using FilteringEnabled after all. @NexanianStudios
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NexanianStudios is online. NexanianStudios
Joined: 16 Jul 2016
Total Posts: 1109
14 Aug 2017 12:41 PM
For example: when the player clicks, it activates a function to the server that has the starting position and other info about the bullet. Then in the server:

for i,v in pairs(game.Players:GetChildren()) do

function:InvokeServer(v,bulletPos,bulletDamage)

end
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Deus_Nihil is online. Deus_Nihil
Joined: 13 Jun 2011
Total Posts: 562
14 Aug 2017 12:50 PM
I did this about a month ago...
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