A Couple of questions

Alright got a few “small” questions that ill confine to one post

Make the camera move around the map

Basically just wondering how i would make a camera and have it spin around the map or something, idk if interpolate or whatever works for this so im asking it here

Something about owning items / datastores ect

Ok so, making a shop that will have a lot of items, and with datastores. which way would be a better way to hold the items

A folder with everyone item in the shop with a value of true or false if they own it?

or a folder that holds string values of items owned?
If you have any other suggestions that would be better than those please let me know!

Have something like Renderstepped or .Changed For managing text on guis

ok for values like cash and exp on guis, is it better to update the text with .changed if the value changes or with renderstepped getting the value every frame or something

Debounce on client & server

Basically, made a post like this before but people just dont look at them, but basically i have a debounce of .2 on the client, as client renders bullets and fires the server, and on server i have it as .14, a little less to compensate for the functions time.

And im wondering if people with higher ping will see these unaligned with each other
(Damage and the bullet render)
If so how would i keep them together and stop them from becoming unaligned?

Probably will only get like half a answer to one question but its work a try :+1:

  1. Take a look at this article, specifically the last code snippet.
    Camera Manipulation

  2. I would personally save it to a table, so it would look something like this,
    {
    [‘sword’] = true,
    [‘knife’] = false,
    }

  3. Use .Changed but only do the changing if the property is equal the the value.
    IntValue.Changed

  4. I don’t really have a answer that would be best but how I personally do it is fully the client, this helps because the server is not constantly dealing with the denounces and stuff so it can reduce game lag for every player and if one person lags it wont effect everyone else.

Alright

Deff will check it out

How would i set it back with a datastore or something? (Never really used datastores before, so i dont really know)

I would do it fully on client but then a exploiter can just fireserver and get a real fast firerate