#Combat system

1 messages · Page 1 of 1 (latest)

kind bison
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I was wondering how to make a cambat system that requires a button to click for a simple m1 combo that also works for mobile

wary meadow
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google how to m1

signal cave
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this is a very complex thing

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i think

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never tried it myself

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uh

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you need to first detect when they m1

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so

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like

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thats easy

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events and stuff

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then create a hitbox infront of them preferably from their HumanoidRootPart location

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and play an animation

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if another part in that hitbox's parent is a player then damage them

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okay thats simpler than i thought actually

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you gotta like, do slow and stagger and hitstun too, but thats not too much more

kind bison
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Ok

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This prob gonna take awhile to make

viscid kraken
kind bison
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Entire combat system

smoky marlinBOT
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studio** You are now Level 3! **studio

wary meadow
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and then suddenly learn that maybe cloning tsb isn't as easy as it looks

viscid kraken
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Fighting network latency and client to server to client replication times it pisses me off so bad crying

signal cave
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making a gun script was so brutal when theres insane input delay

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since i have to chose between the game being half unplayable or exploitable

wary meadow
viscid kraken
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I honestly don’t know how to feel about server authority

kind bison
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I still don't know what I'm doingcrying crying crying crying

signal cave
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wait

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so

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uh

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what is server authority?

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because this gun script i wrote has brutal delays

wary meadow
signal cave
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please

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i need to know🙏

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this could be lifesaving

kind bison
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I'm still confused how to make m1sagony

viscid kraken
viscid kraken
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@signal cave told u what to do soo

signal cave
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google genuinley gave me absolutley nothing

viscid kraken
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I guess you and I don’t use the same google? https://devforum.roblox.com/t/server-authority-how-to-begin/4139185

wary meadow
signal cave
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can you please like

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recap it

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wait

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nvm

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ill check out the link em sent

viscid kraken
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I’ve known about server authority for a while but not how it reduces input lag, and still don’t see it

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I figured it’s only an anti exploit measure

signal cave
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soooo @wary meadow question

smoky marlinBOT
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studio** You are now Level 17! **studio

signal cave
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can they still like

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fire over false RemoteEvents

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n stuff

viscid kraken
signal cave
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aw

viscid kraken
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i mean i can’t tell you for sure but i highly highly doubt there’s any way to prevent that

kind bison
wary meadow
signal cave
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gah

viscid kraken
kind bison
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Okie

viscid kraken
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🚪

viscid kraken
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but back then filtering enabled didn’t exist either so

wary meadow
signal cave
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ok way

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wait

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so

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if i calculated the ray for a gun fire on the client

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then re-calculated it on the server

wary meadow
signal cave
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would that work

viscid kraken
viscid kraken
signal cave
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ah

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gotta do that later then

viscid kraken
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A bit unnecessary if anything imo

wary meadow
signal cave
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problem is with the shooter im making its a teleport-round-based rougelike instead of most normal shooters so i cant really moderate it

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so it practically HAS to be unexploitable

wary meadow
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but that's like saying you can get reliably raycast if you freeze the player for 0.2-ish seconds every time they shoot a gun, so obviously doesn't work everywhere

viscid kraken
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it’s the same story with obfuscation and encryption, if someone wants to crack something they will, you can only focus on strengthening encryption

viscid kraken
wary meadow
viscid kraken
wary meadow
wary meadow
viscid kraken
wary meadow
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e.g say you have a shield that gives you invincibility when you click it; and another player shoots you. if you click your shield one frame after another player shoots you, your computer won't know that you got hit until [however long your ping is] later. your screen will show your shield activating, and then you randomly die.

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this is PREFERABLE to clicking a gun and the shot happens latency later, or clicking your shield and it takes [latency] until it appears to activate on your screen

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rollback netcode is what informs your client that you actually got hit

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lag compensation is related but a bit different

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lag compensation stops at the rollback stage, and basically decides if you hit the player where they were on the frame you actually shot, rather than where they actually are now, because the server doesn't know you fired a gun until [half latency] later

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so there's this period of time where everything is in this awkward superposition state where all clients are guessing what happens on a particular frame until a few moments later when the details of what happened on that frame are received on the server and then propagated to your client.

wary meadow
viscid kraken
# wary meadow *it's a big subject so you'll forgive me if i dont want to explain it every time...

I appreciate your explanation for sure, it makes a lot of sense! Do you have any links to where I can read more about examples and usages? I’m pretty knowledgeable about how the networking in games like csgo are, well before their subtick system anyway, so I did appreciate that example as well! Is there something you do in your code to purposefully redirect the latency or is it automatically done, and you build your systems around that?

wary meadow
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roblox's server authority is the same model

viscid kraken