#knockback responsiveness issues
1 messages · Page 1 of 1 (latest)
if you mean the responsiveness for both client and server then you gota make a synchronised system
part for the client handling visuals, the other for server validation
i have an effectmanager set up, but i assumed knockback wouldn't fit under the effects category
and by responsiveness i mean from the point the module is called to when the action happens
the delay is too significant on server so im assuming there's better solutions
the delay being on the server, where are you calling the module from, if client then its all about the latency and you cant do much about it
im not too experienced with synchronisation, but id decrease the passed parameters through the remote events
it's after the target has already been hit inside of a damageManager, if it's the last hit of a string it plays an animation and is suppose to knockback, i check if the target is a player, if it is i fire a unreliable remote event to do the knockback, im not sure what im suppose to do for the NPCs though
There are 2 solutions
this is currently the way of events my systems goes through
input (client) -> actionManager(client) -> actionManager (server) -> damageManager (server) -> effectManager (client -> server)
the damageManager is the stage im currently at, where i am suppose to knockback
- Give player ownership of the NPC
- Make a sync system and sync if client action goes out of sync with server action
Either way client applies the velocity/force
what do you think is better?
First one is easier but exploiters can do anything with the npc
so the npc health must be saved outside the npc
Second is more secure and harder to implement
got any examples of the second one?
or what id learn to start a system like it
There are levels to this. A basic synced action system would be interpolating by the position sent by server so at the end the position stays accurate
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cs2?
ive been scripting 4 years so i have knowledge over majority of things just avoided certain topics like these
has this been done in roblox?
i think rell games have it
I think no, at least not a fully server autho one.
im pretty shit at math would that be important?
Actual network skills will be more important
Plus
Roblox doesnt have cusrom physics
If you want a system like cs2 I domt think its possible
would it be smarter to just do server ownership over the rig with sanity checks
You cna try applying the velocity both on client and server as soon as possible. I heard that kinda makes things not go that much out of sync
If the system really has to be smooth with 1 to 1 combat with npcs
I would just give network ownership
is it possible to 100% secure network ownership
No
You need the custom rollback physics system
Which is practically impossible unless you write physics engine in roblox
so in theory regardless of the sanity checks players can end up killing npcs via console?
You can do sanity checks
I think you got me wrong
Sanity checks wont give you %100 safety
But will make it harder to exploit
i see
what's things i should look out for exploit wise giving up network ownership
i know they can just tp npcs anywhere right?
if cancollide they can fling people and shit
Yup
I mean they can fling people with their own torso part anyways
ya but npcs wouldnt be anticheated
ill probably just end up making them uncollidable and get the startpos and the endpos before and after the velocity
I mean I showed you the options
and validate the distance
Yeah
That works
alright appreciate the help