Quick and simple, I have a remote I’m firing to all the clients. And I set the NetworkOwner to the nearest client, which means that it will replicate to all the players. Right?
I don’t get it. Why won’t the animations play on the server, the client is handling the Root-Part so that should be able to replicate to the server.
if you want to play an animation you dont need the server for that, animations will replicate to other clients automatically when called by someone’s local script. Also the network owner isn’t even needed for what you’re trying to do. If you want to make an animation play for everyone using the server just load it into the characters animator and play it normally, as its called by the server all clients will see it
I’m making it to where the client will handle the pathfinding of my character, but my animation’s just won’t work on the server. Even though I have my humanoidRootPart’s ownership set to the nearest player, and plus,
that won’t work, I am already calling it from the server, which does load the animation and then play the track, why isn’t it working? The server is using an attachment to fire from the rifle, but it’s still not working.
I want my game to be handled mostly on the client, like visualizers, and plus this worked before. The attachment is on the server, but the animation is playing on all clients, but isn’t replicating to the server.
A client can handle pathfinding but you would have to call the server to actually do the pathfinding movement if you want the movement to replicate, why not do it on the server?
I clearly remember vividly that you we’re able to synchronize the animations on an NPC. Using the server and client. But if that’s the case then I’ll have to settle with that. Only player animations can be played from the remote events.
Thanks, but I’ll have to redo some of my code. Which sucks, but I have to do it for the best. This will definitely strain the server for all the moving parts that it’s rendering. Thanks alot.