#knockback responsiveness issues

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keen talon
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this is more of a general question rather than one that requires code

how do i knockback NPCs without responsive/consistency issues?

for context, this is a combat game

sterile basin
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part for the client handling visuals, the other for server validation

keen talon
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i have an effectmanager set up, but i assumed knockback wouldn't fit under the effects category

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and by responsiveness i mean from the point the module is called to when the action happens

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the delay is too significant on server so im assuming there's better solutions

sterile basin
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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

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im not too experienced with synchronisation, but id decrease the passed parameters through the remote events

keen talon
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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

open prairie
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There are 2 solutions

keen talon
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this is currently the way of events my systems goes through
input (client) -> actionManager(client) -> actionManager (server) -> damageManager (server) -> effectManager (client -> server)

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the damageManager is the stage im currently at, where i am suppose to knockback

open prairie
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  1. Give player ownership of the NPC
  2. Make a sync system and sync if client action goes out of sync with server action
open prairie
open prairie
sterile basin
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so the npc health must be saved outside the npc

open prairie
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Second is more secure and harder to implement

keen talon
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or what id learn to start a system like it

open prairie
merry flumeBOT
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open prairie
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A more advanced one is full on rollback setup

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The advanced one is what cs2 uses

keen talon
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cs2?

open prairie
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Yup

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You can actually read how cs2 devs mastered latency compensation

keen talon
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ive been scripting 4 years so i have knowledge over majority of things just avoided certain topics like these

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has this been done in roblox?

sterile basin
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i think rell games have it

open prairie
keen talon
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im pretty shit at math would that be important?

open prairie
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Currently roblox is implementing aurora service

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Which will be this

open prairie
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Plus

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Roblox doesnt have cusrom physics

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If you want a system like cs2 I domt think its possible

keen talon
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would it be smarter to just do server ownership over the rig with sanity checks

open prairie
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If the system really has to be smooth with 1 to 1 combat with npcs

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I would just give network ownership

keen talon
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is it possible to 100% secure network ownership

open prairie
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You need the custom rollback physics system

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Which is practically impossible unless you write physics engine in roblox

keen talon
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so in theory regardless of the sanity checks players can end up killing npcs via console?

open prairie
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I think you got me wrong

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Sanity checks wont give you %100 safety

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But will make it harder to exploit

keen talon
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i see

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what's things i should look out for exploit wise giving up network ownership

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i know they can just tp npcs anywhere right?

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if cancollide they can fling people and shit

open prairie
open prairie
keen talon
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ya but npcs wouldnt be anticheated

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ill probably just end up making them uncollidable and get the startpos and the endpos before and after the velocity

open prairie
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I mean I showed you the options

keen talon
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and validate the distance

keen talon
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alright appreciate the help