#whats the best way to register hitboxes

1 messages · Page 1 of 1 (latest)

balmy hare
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I'm already doing server-client-server sanity check model, but I notice that a lot of other games don't do it that way, I'm just wondering since there's position delay between the client and server why are they doing hitbox on server?

forest cove
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exploiting

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r u using parts and .touched?

wide mulch
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isnt that what yiu are supposed to use yk .touched and stuff

azure cradle
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.Touched is unreliable

wide mulch
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what

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then what do u use

azure cradle
wide mulch
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but like then isnt there the risk of the raycast hitting a randm part first?

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like what ifit hits the tree

azure cradle
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if u hit a tree it hits a tree

wet mulch
wet mulch
wide mulch
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ok ty bro

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why did you ping someone

solar axle
solar axle
wet mulch
azure cradle
solar axle
azure cradle
solar axle
solar axle
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and by 'before' i specifically mean in the range of about 100~200ms, aka typical network latency

solar axle
balmy hare
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But rn its send to client then cleint makes the partinbund or partsinparts hitbox i forget which one

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Then server checks

balmy hare
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I kinda want my hitbox to feel responsive i guess

solar axle
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but doing that is easier said than done

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...or just do it all on the server and accept input lag like tsb does it and everyone else does it

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it's not the best way

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but it's the way you are capable of

balmy hare
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Ouch