#Server remote events

1 messages · Page 1 of 1 (latest)

sand phoenix
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So I've been coding my game like usual but I've came to a tragic revelation. My vfx are client sided only.. now I know I can use a fire server with a remote event to change the players equipped burst trail for each button. But is there a more compact way to make this client to server interaction?

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I check the equipped trails by using a string value saved inside the player when they enter the game

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For reference btw

amber torrent
sand phoenix
harsh topaz
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another way would be to rely on data that is replicated from client to server, such as humanoid state and possibly animations and make the server almost entirely passive on the character, but for things you don't have this convenient replication yea remotes are the way to go

chilly juniper
chilly juniper
harsh topaz
chilly juniper
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the same is the default about player characters

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as for the other side of your comment about letting the server keep its details, good

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but that is not what I was saying

harsh topaz
# chilly juniper no, that is pretty much exactly what you were saying

i hate to be the umm actually guy but, umm, actually, that was not at all what i was saying, and if you'll read it more closely you'll notice i never said anything about network ownership of any parts or cframing at all. i only mentioned humanoid state and animations, which your client sends to the server regardless without any extra work. this happens to work because of network ownership, but notice how i didn't mention it at all. secondly if you'll look closer at OP's question, they asked about replicating vfx on the character. depending on the vfx, i was saying if you can get it from info already replicated then use that.

chilly juniper
harsh topaz
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why would i come on the internet and spread lies and propoganda?

chilly juniper
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um actually it's "propaganda"

harsh topaz
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and the answer to that question is quite simple. it's because it's not lies, or propoganda. it is simply the fact that remotes will be received before physics data is, which means if you use remotes for say the spawnpoint of an effect on your character, it will be ahead of the character's actions, before the character has actually performed the action. video demonstration here. So i repeat, if you can get it from replicated physics such as humanoid state, then do so, otherwise just have to accept this remotes-are-faster-than-physics fact of roblox.

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for reference the blue trail is physics replication, the purple block is remote event

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notice how the purple block is far in front of the character on player 1's screen, and on the server

chilly juniper
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or, hypothetically, don't use network ownership

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ez fix

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i feel like you think i'm insane

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but in reality, you can avoid character replication through ownership altogether