I have a couple of ways that I can personally think of in terms of structuring a weapon system.
A) Create a separate local script, server script, and remote event for each instance of a gun.
B) Create 1 remote event and 1 server script to manage every gun in the game(Each gun would obviously have a separate local script for it)
Is there a limit to how many times a single remote event can be fired? Meaning can it be overloaded by being fired too quickly.
My overall goal here is performance and not organization.
Just to clarify, there is no known limit on a rate limiter for remote events? Rate limiter as in limiting the rate at which the remote event is fired, so like capping it at 10/second
The limit being 10 times per second is way too low. Use UnreliableRemoteEvents they’re better because you probably don’t need every event to reach the server (Better performance). Also, I would recommend combining A and B if you’re worried about performance. A Unreliable remote event for each player, 1 server script, and 1 local script.