#Flickering Caused From Server Linking

1 messages · Page 1 of 1 (latest)

grizzled elbow
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heyo, so what i'm tryna do here is have several attributes (health in this example, but note stamina is also a thing) be updated onto the server with the client doing the updating as well, so the health is updated immediately on the client's side to feel responsive, but also kept track on the server's end for external factors like other players doing damage. the issue is, when the server updates its copy of the health, it shows up on the client side as flickering from its old value to the new value, as seen in the video. but like in the video, this only happens sometimes?

i have this in a modulescript run by a localscript. the function just subtracts health and returns the resulting health (as a backup, in case i need it)

humanoid.Health -= damage
task.spawn(function() TakeDamage:InvokeServer(damage) end)

how do i make it so updating the value on the server's side doesn't cause flickering?

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oh, i should note that i'm doing this with a latency test, so in this test, i have .1 sec of "incoming replication lag" in studio settings to iron out things that don't look so great for those with crap connections (like me)

grizzled elbow
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bumping :P

grizzled elbow
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bumping again :P

grizzled elbow
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bumping this post. am i doing the bumping right? kinda worried it isn't right

storm spearBOT
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studio** You are now Level 3! **studio