#Server remote events
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I check the equipped trails by using a string value saved inside the player when they enter the game
For reference btw
brutha theres no other way than remote evnts if u wanna communicate with client to server
OK just didn't know if there was some technical wizardry that could compact it more so thought I'd ask
👍
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
yeah let's make parts have the network ownership for a player and the CFrame of the parts describes a f32 that we can use for data transfer that's such a reasonable and reliable way to do that yes indeed
i dont think you understood a single word of what i just said
no, that is pretty much exactly what you were saying
the same is the default about player characters
as for the other side of your comment about letting the server keep its details, good
but that is not what I was 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.
you didn't mention it, but it is included nonetheless
at this point you might be wondering why, why would i say to use the data replicated from the client in this way instead of remote event? What possible reason could i possibly have to do that?
why would i come on the internet and spread lies and propoganda?
um actually it's "propaganda"
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.
for reference the blue trail is physics replication, the purple block is remote event
notice how the purple block is far in front of the character on player 1's screen, and on the server