Enjoy
If you guys have any suggestions for an effect just tell me and I’ll work on it as long as it’s not too similar to the already exisiting effects because otherwise you can just use the Variant setting
Are these effects being done on the server?.. I thought normally you want the effects to be kicked off on the client…
They’re on the server
Since I thought adding too many scripts would make this too complex
what would it take to have them fire off of the client?
if they fire on the server , then does that mean effects are going off, everywhere on the server / game space , and players you might not even be near are clogging it up with VFXs ?
I am not totally sure of why vfx I have heard should be trigger by the client side… esp if there is steaming enabled and you would not see parts that are not near you, thus I would thing the effects would not be seen unless you are there… …
maybe I will ask it in the dev form help area
My approach, which is also used by most games, is to fire an event (Probably through a RemoteEvent) with the effect info and have a local script on the client side receive it, then just do whatever you need with it.
This is easy for things like explosions, one time effects. However, some of my effects only emit every time they do something special so I need to keep track of the effects on the server
About client thing, it all depends on the render distance and graphic settings of the client I believe. You don’t notice the lag until you get too close to a huge number of effects. The server’s performance might be affected with too many of these (Like hundreds to thousands)
In short, I need to keep track of the effect instances for certain effects and they do slow down the server if you have way way way too many of them enabled, they don’t affect the clients much out of the render distance, only the server’s performance
TBH you shouldn’t worry much about the performance issues caused by the effect instance since most of them are just tiny colorful hexagons moving off the character and they’re nowhere near as bad as a Roblox’s official explosion ![]()
Except for the freezing effect because you’re tweening parts on the server to create an ice layer
This is used for characters/rigs with a Humanoid, and you should start worrying about the unoptimized Roblox’s humanoid object causing lag before the effects can do something
mm ya, ..
part of why I am checking out your system, is to expand on it with other VFXs and see if the overall system is a good one to use… with lots of different VFXs being triggers..
for different things,… both static on hit server part hits for say fire pits.. and a custom tool weapons…
from what I heard in other Roblox discussion VFX places, and here in the D F , they should be from the client..
From my other post asking VFX wizards to reply, one did, and pretty much said , do it client side, and fire events to the other clients, so the server is not bogged down
Z , who did reply, which I also check out his VFX plugins, and his D socials , pretty much said , client side… I have checked out his OS stuff and it is sweet, with Modules, and such.
Just saying I like what you have developed, and as you know check it out..
if it was client side based, I think that would be great, because then , as I want to, can expand on the bigger VFXs that are still performant client side.
Either way, I try to learn one new thing a day, and VFX , scripting wise is something my mind is working on expanding.
Here is my post, specifically asking, should VFX trigger client side or server.. wish more GOATs would respond, but it is what it is… Z s got some killer VFXs going on… I have been checking them out for awhile. Dibs to Z
U rock!
I might be able to make it but I literally have no idea how to make it emit every tick (Effect tick)
Important announcement
This system will continue to be updated in this post only
That includes all new effects, features like client sided effects and bug fixes, so please check out the script of this status effect system within the test place instead. Thanks
Also added
Lifesteal in the post I mentioned. This effect will take HP from the target to heal the attacker, multiplied by LifestealBoost stat
