High ping messing up task.delay()

Currently trying to make an air combat but if the player has high ping then it’ll take them out of it

				task.delay(1.75,function()
					if not character.Effects:FindFirstChild("Attacking") then
						for i,v in pairs(Table) do
							v:Destroy()
							v = nil
						end
					end
				end)

I am sure that there is no workaround maybe its due to loops in your games? If there are any decrease or stop them temporarly. Or just stick with that.

I was only downloading a game on the side which caused my high ping… just can’t seem to figure out how to fix it for any other players that may have high ping at some point.

there isnt. ping can not be fixed by the game itself unless IT is causing it. like i said if you have many while loops,runservice,for i,v,repeat until which can cause lag then try removing them.

It’s not about the ping itself…

Is there any wait functions that can run base on the players ping?

yes runservice.RenderStepped:Wait() does do that but its only client sided and if its run consistently it can cause ping or maybe its just me… (i think it works with fps? let me check) (yea its framerate dependent) (then as far as I know there isnt any as wait() or task.wait() is server sided)

wait are you using remote events for the air fight?

Only to fire the combat itself not the actual air combat if that makes sense

that did not make sense. Do you mean like every second the remote event if fired or just when the combat is finished? or every MILLISECOND it is fired?

Everytime u left click it’ll fire an event to a module script… i have the actual air combat in my damage service module

wow okay okay this is getting too tricky now…

what if you dont use task.delay? maybe use coroutine? or task.spawn?

i actually just tried making a custom wait locally with renderstepped and it worked… thanks

oh uhh okay i suppose no problem?

yep it works exactly how i wanted it to… no more problems

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