If you are moving a arrow/projectile every frame, bodymovers would be a better option. Moving scripts around will not reduce lag; It’s your code that causes lag.
Changing the script type you’re using will not mitigate latency. In terms of projectiles, you should leave the client to visualise them to reduce lag. If it is absolutely necessary to bank on projectiles for something to happen, let the server take control of it’s physics.
…or :GetPropertyChangedSignal()
That seems like a good idea @vamik64. so i am playing around with that, would i use to index in the server that the mouse has moved… as targetpoint? so in this instance player.Character.Humanoid:GetPropertyChangedSignal(“TargetPoint”)? im just trying to index another way of saying mouse.move, only you cant index mouse in the server, and going back and forth from a local at this point in context of the script is more convoluted than i believe it needs to be. Thoughts on the targetpoint Change?
I do use body velocity. But to get it to change direction in the script, every time the mouse moves, i was doing a-
while true do wait(.1)
(change the body velocity in the direction the mouse is aimed, or target point in this instance.)
end
it works just fine, only my goal is to eliminate the loop lag with perhaps some alternative. it is this loop, in particular that has made me decide to put the server scripts inside the player itself(for some odd reason it doesn’t seem to create the same lag when separated into the players separately as opposed to doing it in one script in the server script service)… While that is good and all, it causes other problems that i will be able to eliminate if i am able to get rid of the loop and therefore use the script in the server script service.