#circuit help

1 messages · Page 1 of 1 (latest)

crude bramble
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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

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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

south apex
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I’m confused

crude bramble
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Yes but I’m avoiding using event sender cause trying to not use net

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Gun firing sound to be specific

fierce fog
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im pretty sure event recivers/senders are the only way to send an output to everyone

crude bramble
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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

fierce fog
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then just sync a audio player?

crude bramble
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And I can not using those and that uses net

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Trying to avoid that

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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

fierce fog
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im pretty sure an output getting sent to everyone always uses net

crude bramble
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True

timid thicket
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It should use very little net unless you mean it's a single shot sound and you want to spam it?

crude bramble
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Yup

timid thicket
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You should just find a way to make it a single audio clip of a bunch of shots

fierce fog
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again you could just sync an audio player

crude bramble
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Still trying to avoid using net if I can

timid thicket
timid thicket
timid thicket
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Net is like a measurement of circuit interaction between players

fierce fog
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oh yea but he had a good idea making a sound of multiple fire noises

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it would use less net im pretty sure

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if you just made it so it has a cool down of the lenth of the shooting noise

crude bramble
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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

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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

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So i can live with that

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But I would like to find a way

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If anyone else has any ideas or questions ping me

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Thank you for all helping me by the way

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😁

timid thicket
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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

crude bramble
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Al they would be doing is getting rotation

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And it doesn’t use net cause they don’t actually interact with the object it Just get values about it

crude bramble
crude bramble