#Statemachine help.
1 messages · Page 1 of 1 (latest)
@slow drum
nvm, didnt realise you sent a clip
okay yeah, it seems very likely it's about invoking the server / waiting for the server to send back to the client
why not handle animations locally?
the animations are played on the client
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but the server is firing to the client to play the animations
and yeah thats the problem
yeah that's what i mean, better to just handle the state on the client entirely and have the server validate / correct if it's wrong, right?
im just gonna have another state machine on the client to handle the animations
well its for a combat system
and having the states on the client doesn't really make sense
hence
true, to an extent tho
so ill just have one for the server and one for the client
and ill have the client statemachine update based on the server one ig
would that not have the same issue?
yeah ur right
uh
ima js do 2 that work independently from eachother
but are on teh same page
and have information only be read from the server
and client js explicitly be used for animations
honestly, might as well let the client decide walkspeed too (immediately that is)
rather than having the server validate it whenever they press shift or whatever your sprint button is
it's better feedback and you can always detect if it seems off on the server
consider that the client already has full network ownership of their character, they could fly about if they want to (exploiting ofc)
yeah
its js gonna be annoying breaking up the module into 2
for the server and client
well
prolly not
for real