#pls help, I am a newbie in scripting

1 messages · Page 1 of 1 (latest)

old belfry
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I am making a combat game, I did a lot of trial and error in making my combat system it worked but I feel like there's a little input lag or input delay on M1s. Is there any way to play the animation on client and let the server handle the combos, cooldowns and hitbox? bcs in my case, i let the server handle the animation too and everything which i think causes the input delay/lag

ornate sonnet
old belfry
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Its jus a small delay but i feel like it should be more responsive. I am afraid that it would feel clunky when the players test it out, also wdym by testing it in the place? Like in the actual roblox game, outside the studio? Ty btw

ornate sonnet
ruby oak
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Animations are better loaded on client

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You’re sending a message to the server to animate you then it has to send it back to say yeah move like this

old belfry
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Isnt that like firing remotes to the server then firing to the client after? im a little bit confused

reef terrace
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Lol

viral dove
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I know it's not the issue here BUT, try not to use LoadAnimation() every time a remote event is fired, I would preload all animations into a table using the keys {[Player]: AnimationTrack} and make it a global value using _G.Table = {}.

What you are doing here, is every time you attack you load a new animation while the previous ones are still there, over time this will cause tons of issues (and loading the animation takes time and could be the source of the lag)

EDIT: I took a second look, looks like you already have a table that you store the tracks in, preload the animations into that table instead of loading them each time. Load every animation at the start of runtime.

@old belfry 😄

coral ridge
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Global variables suck

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Use a module instead

native geyser
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i got you fam