ragdollPredict.OnClientEvent:Connect(function(ragdollCharacter, knockback, originalTime)
print(ragdollCharacter)
ragdollCharacter.Archivable = true
local delay = workspace:GetServerTimeNow() - originalTime
local clonedchar = ragdollCharacter:Clone()
clonedchar.Parent = workspace
for _,v in pairs(ragdollCharacter:GetDescendants()) do
if (v:IsA("BasePart") or v:IsA("Decal")) and v.Name ~= "collisionpart" and v.Name ~= "HumanoidRootPart" then
v.Transparency = 0.7
end
if v:IsA("BasePart") then
v.CollisionGroup = "clientrigs"
end
end
for _,v in pairs(clonedchar:GetDescendants()) do
end
ragdoll.Ragdoll(clonedchar, true)
local elapsed =0
clonedchar.HumanoidRootPart.AssemblyLinearVelocity = knockback
task.wait(2+delay)
clonedchar:Destroy()
for _,v in pairs(ragdollCharacter:GetDescendants()) do
if (v:IsA("BasePart") or v:IsA("Decal")) and v.Name ~= "collisionpart" and v.Name ~= "HumanoidRootPart" then
v.Transparency = 0
end
if v:IsA("BasePart") then
v.CollisionGroup = "Default"
end
end
end)
#inconsistent ragdoll prediction
1 messages · Page 1 of 1 (latest)
can u send this?
i cant send full code for some reason
ill send screenshots hold up
@rare marten
so the transparent one is the client or server?
server
i think the issue is collision because when the character is hit in a straight line it works fine
so what are you trying to do?
why don't you remove the server and just use the client
cuz the server is authoritive
are you using fireallclients?
yes
so you want the client and the server to match?
yeah
im pretty sure it is through strategic methods
Let me explain
client-side ragdolls run physics locally for a smooth, individual experience, but are not synced for other players, leading to visual discrepancies. Server-side ragdolls are synced for all players, but can suffer from lag and choppiness due to the need to replicate physics data across the network. The difference arises from how the physics simulation is handled
the server is less smoother than the local client
so i don't think you can synced them
there are methods to doing so
ok then why don't you try those methods?
let me know if it works
i dont knopw what they are thats why i asked for help
** You are now Level 13! **
but i know its possible
😭 I thought it was impossible mb bro
shouldnt matter
same calculations
then scaled based on time since last heartbeat
presumably
Use a custom deterministic physics system that runs both on the client and server.
how
I recommend you learn about deterministic bullet physics.
how does that fix it tho

wait nvm i get u
I just skipped ahead around 5 studs on both client and server to eliminate and collisions with the attacking player
you were setting the collision group so
I thought that wouldnt be a problem
