#Replicating variable changes asap

1 messages · Page 1 of 1 (latest)

supple geode
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I'm trying to create a "parry" which has a pretty short time frame and needs to be accessible on reaction pretty quickly

whats the best way to replicate that state change?

supple geode
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Oh? and how do BoolValues replicate differently

wispy sluiceBOT
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studio** You are now Level 1! **studio

supple geode
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I'll still have to call a remote event to change it

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Idk if that changes anything

storm solstice
wispy sluiceBOT
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studio** You are now Level 1! **studio

supple geode
# storm solstice what exactly are you asking?

I'm just asking if theres any replication tricks that could help the server keep in line with what state the client wants to be in, or if I really just have to use remote events and hope its quick enough

I could also just be underestimating how fast remote events are, I just remember doing something similar and it feeling a bit mushy and not super responsive

storm solstice
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remote events are only as fast as the client can keep up with the server

supple geode
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similarly to how you wouldnt want movement to be handled with remote calls, I'm trying to have that really responsive feel

storm solstice
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movement should be mostly client

supple geode
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yeah exactly

supple geode
storm solstice
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lets take a battlegrounds game for this example

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lets say a player wants to dash forward

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if the player was to press Q(the default dash keybind)

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but their client was delayed

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the server wouldn't receive it immediately

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now

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with server to client communication

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this usually isn't an issue since most of the time it's animations or vfx

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nothing major

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anyways

supple geode
storm solstice
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this is a poor example

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yes

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it all deals with ping

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most of it at least-

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i don't think I answered your question though..

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or did I?

supple geode
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Not really, I'm aware of ping and it's role in all of this, I'm just wondering if there's a better replication method for keeping client and server player state in sync when updating to a new value based on player input
example being pressing a button to initiate a parry when an attack is about to hit you
I need that to be as responsive as possible so that you can reasonably react to something just about to hit you, and visually the timing feels proper
Of course ping will always play a role in that, but generally I'm just wondering if the old classic firing a remote event to the server is really the most efficient way of doing that

storm solstice
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theres not a better way I can think of

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remote events are necessary