#💬 lasseter_ʹs Feedback
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is ok
you should make the fadetime for the animation lower and make the swing animation faster with easing
@verbal sparrow easing and faster speed just makes it feel better to use
@open halo its supposed to be that slow, its a greatsword
Btw do you know something about how to make Server-side weapons?
wdym
You know theres, legacy weapons like the ones old roblox used, the ones that can only hit one target and are client side which makes them really bad if a player is lagging, server-side weapons are the ones that can hit multiple targets at once, and if you're lagging your hits dont register so it's not a big deal
i think you have your terms a little mixed up
a reliable weapon should be a mix of local and server
local to determine the inputs and animations, then server for hit detection
Yeah yeah that, client for animations and stuff and server for hit but, how do you do that, you know a good tutorial about that? I could never find a good one for that
it's more of an architecture thing than a scripting thing
you would check for stuff like blocking and swinging in a local script
and then when they swing you play the animation the client and use a remotevent for the server to check the hitboxes
i could look for a video and see if it explains it correctly
I have to make a script for Serverscriptservice right? I mean the remote events
it can all be handled with the tool honestly
what my weapons look like on the inside
Bounding box its the hitbox?
it's the handle, it contains a bunch of attachments which i use for the hitbox
my hitboxes are handled locally with raycasting in my game so it's a little different
you can just use boxes in front of the character
I like the boxes hitboxes but no idea on how to implement that either, most tutorials use moon animator and idk about moon
the majority of the code in my game is written by me