#Linear Velocity kinda feels choppy.
1 messages · Page 1 of 1 (latest)
hmm but I feel that would be a hassle since I dont want player to have network client of the part
since its like a sport game
yea, if they laggy it ruins it for the whole server
ye
so any solutions?
like for example how does this game do it?https://www.roblox.com/games/9680091178/Lacrosse-Universe
Check out 🥍 Lacrosse Universe. It’s one of the millions of unique, user-generated 3D experiences created on Roblox. LACROSSE UNIVERSE
Lacrosse Universe is released for early access! Expect daily updates and minor bugs for the time being.
-🥍Press the play now button to hop into a game!
-🥍You may also press the Practic...
u have no other option but to do that
damn
what you think about if I get the position of where they shooting towards and tween/lerp the ball to tgat location?
this is what i do
we use the server to tell teh clients where the ball should be at position x and time x then the clients use that information to position the ball to where it should be
to make it smooth we use fancy effects to mask it lol
? why you giving the client to do that?
so that its minimal communication between server and client
because otherwise remember each time the part changes position on the server that position needs to be send to all clients
but wouldnt that make it exploitable tho
for each client yeah
but if the client messes up their own client who cares thats their problem to deal with
client insantly fires their ball or whatever locally n tells the server
server then sends back information to tell everyone where that ball is at currently
and after that all clients correct the ball to the current position using a cool style or just set to the current position
aha but problem is that ball can be caught, intercepted and stuff in game
we do this in the server
but the client balls purely visual
only the servers ball will have hitboxs the clients ball only tries to play catch up with the servers ball
so basically have a ball on the server which is invisible but on the client that clientball replicates that server balls pos and stuff=
ye
it doesnt actually have to be a ball it can be a raycast or anything
aha ok
if u want to use a physical ball that uses .Touched and physics movers u can set the owner of the ball to the throwing player and use velocity and apply impulse like that
this is exploitable so we need to run sanity checks on the server to ensure they cannot cheat too much
the way u do that is u ask the client what they hit and then u check if it was possible for them to hit if it was then u do ur thing
well both methods are exploitable and both requires this check lol
why dont u use physics movers just set the owner of the ball to the client shooting
i wouldnt know where to start with sanity checking that
the problem is the akward movement u get when the network ownership of the ball changes
i never tried so I dont know
we track the positions of the client's character in the server based on their speed and the balls speed we check if it is possible to hit the player with the given speed of the ball
aha
we can also check for direction as well
but remember these checks are not too accurte
so u must have leniency included
the posiiton of the player on the server and on the client can be off
ye