#Replicating variable changes asap
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create a boolvalue
Oh? and how do BoolValues replicate differently
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what exactly are you asking?
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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
remote events are only as fast as the client can keep up with the server
similarly to how you wouldnt want movement to be handled with remote calls, I'm trying to have that really responsive feel
movement should be mostly client
yeah exactly
what do you mean here exactly?
lets take a battlegrounds game for this example
lets say a player wants to dash forward
if the player was to press Q(the default dash keybind)
but their client was delayed
the server wouldn't receive it immediately
now
with server to client communication
this usually isn't an issue since most of the time it's animations or vfx
nothing major
anyways
Oh you're referring to ping here okay
this is a poor example
yes
it all deals with ping
most of it at least-
i don't think I answered your question though..
or did I?
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