#networkownership player connecting (ropes)

1 messages · Page 1 of 1 (latest)

timid sentinel
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how do games like Altitorture or any 2 player game connect the teammates with a rope without having input delay?

been trying to make one of those myself but the input delay is horrible (caused by networkownerships)

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for anyone trying to help I'll be out 'till the next 10 and a half hours, sorry

kindred ore
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if youre connecting them on the client and replicating back to the server you shouldnt do that

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just connect them on the server and let it roll

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or predict the movement

timid sentinel
timid sentinel
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did you not read my question

kindred ore
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u know what altitorture does

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they connect with a rope that is attached to the hrps

timid sentinel
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yes. and how do i get rid of the input delay caused by networkownerships?

timid sentinel
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yippie

kindred ore
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so the way games like altitorture do it is they usually give one player full control over the rope physics by setting network ownership to that player, then they handle the rope visuals and movement locally on that client to avoid delay. the rope itself isn’t fully physical for both players it's either just a beam or smooth cframe between them, and the actual force or pulling is calculated only on the owner’s side. then that player’s movement is sent to the server and replicated to the other player, but the other player isn’t simulating the rope physics themselves, so there's no fighting over control and way less delay.

timid sentinel
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holy shit

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that's too hard for me

dusty parcel
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they're not actually connected, they're separate assemblies. on both clients you just cframe an invisible part to the other player's position every frame and there you go. easy

timid sentinel
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OH MY DAYS

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THANK YOU SO MUCH