I need ideas for how I can detect when someone fires a custom bullet locally and have every player run this . Currently I set the pos of the bullet to vector 0,0,0 when not being actively used so I check the bullets if it’s there and if it is not it won’t fire a signal problem I have a large amount of bullets so it takes me to long to check all of them plus it eats up cpu to do this. I’m wondering if anyone else might have any ideas for how I should tell a player when a bullet has fired
#circuit help
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Also tried using a overlap sphere over the player in a 50 meter radius, then only checked the bullets in there but the issue I had there was it would active multiply times on the same bullet but I only want to activate it once for each bullet that enters
So you want to execute something for all players when you shoot?
I’m confused
Yes but I’m avoiding using event sender cause trying to not use net
Gun firing sound to be specific
im pretty sure event recivers/senders are the only way to send an output to everyone
I trying to have every player to have there own detection system so that when they detect the bullet it will just activate the sound for them
then just sync a audio player?
And I can not using those and that uses net
Trying to avoid that
Technically I can get this to work but I can’t get the system to check fast enough and it takes to much cpu to be worth it so I’m looking for another method
im pretty sure an output getting sent to everyone always uses net
True
It should use very little net unless you mean it's a single shot sound and you want to spam it?
Yup
You should just find a way to make it a single audio clip of a bunch of shots
again you could just sync an audio player
Still trying to avoid using net if I can
Depending on how fast they're spamming it that could wreck the net heat
You will not be able to avoid net though
yea
Net is like a measurement of circuit interaction between players
oh yea but he had a good idea making a sound of multiple fire noises
it would use less net im pretty sure
if you just made it so it has a cool down of the lenth of the shooting noise
To be honest it’s looking like that, the only other idea I got is overlap sphere around the player and have them detect the bullet have the bullets roll axis as a scaler and then just scale the direction backwards then play the sound locally there
So far if I can’t find a way to get rid of this source of net my system can handle fire rates up to 12 rounds a second without net maxing
So i can live with that
But I would like to find a way
If anyone else has any ideas or questions ping me
Thank you for all helping me by the way
😁
I believe it still uses net for players to detect or use circuits to interact with an object that they are not the authority of, not sure if it will for just detecting something's position and rotation though
Al they would be doing is getting rotation
And it doesn’t use net cause they don’t actually interact with the object it Just get values about it
quick prototype of the system I said above doesn’t use net at least
got a altered version of this working pretty well without killing all of my cpu