#Knockback issue
65 messages · Page 1 of 1 (latest)
you are stupid thats the issue
there's a magical print statement you can use
here's how you use it:
print("Hello, world!")
try using it
in between codeblocks
Did u even read what i wrote
debug
Im trying to do knockback on client and the linearvelocity does get created, but it doesnt knockback. It randomly however gets knockbacked. Also when i get close it gets knockbacked. Super weird.
debug
linearvelocity does get created
linearvelocity does get created
linearvelocity does get created
"you can prolly js find the issue urself by breaking things apart, putting it back blah blahhah"
t randomly however gets knockbacked
t randomly however gets knockbacked
t randomly however gets knockbacked
quit giving me dumbass answers
debug my ass
dumbass and what are you
im a scripter not applying for a rank
lame excuse
i never begged for help anyway
bro youre script for THREE YEARS
its time to leave
bro
😭
i mean why do you fire all clients, do you want knockback to apply to everyone. Im not experienced in doing knockback stuff but wouldnt it be better to apply it over the server?
Also is there supposed to be an e before humanoidrootpart

?
** You are now Level 5! **
Hey, we all make mistakes. Please refrain from harrasing other members.
Try making the knockback server sided instead.
That does work, i can confirm.
But a client sided one is smoother
Not necessarily
forget that, why is this not working
humanoid might interfere with physics stuff, im not sure but try making character sit first
?
You good bro, its alr
See, we can not know for you haven't showed us what happens on the client.
The script.
.
The local script.
That is a server scriot sending args to client.
Where is the one that answers the call
function knockback.default(args)
local linearVelocity = Instance.new("LinearVelocity")
linearVelocity.MaxForce = args.maxForce
linearVelocity.Attachment0 = args.parent
linearVelocity.VectorVelocity = args.direction * args.power
linearVelocity.Parent = args.parent
end
this handles it
you want the client listener?
sure ig?
local ActionTypes = {
handleVFX = {
lightAttack = coreVFXHandler.lightAttack
},
handleKnockback = {
default = coreKnockbackHandler.default
}
}
local function coreListener(args)
if ActionTypes[args.actionType] and ActionTypes[args.actionType][args.action] then
ActionTypes[args.actionType][args.action](args)
end
end
CoreEvent.OnClientEvent:Connect(coreListener)
this on server
it kinda got a laggy effect
Make the knockback server sided and make the client calculate physics using SetNetworkOwner()