Yeah it would be a lot of work, but if you really want server authoritative movement and physics that is the way to do it
this is kinda why im hoping roblox adds those server authoritative physics soon, at this point we are making roblox games outside the roblox engine, making our own physics engine and stuff, thereās some people who even made their own streaming enabled system.
If they donāt add their own server authoritative physics soon, the next best thing would be UDPās which would make chickynoid much better. Iām pretty sure theyāre supposed to be released sometime very soon.
they said they will do it late 2023, and 2023 ends in one month so, they should be comming out soon.
Might be 2024 at this rate, holiday season is in full swing.
Just a heads up! Donāt just swap the chickynoid reliable remote event for an unreliable one.
This wont work.
There is considerable delta compression that will get hosed. Just wait for the update.
When did they announce server authoritative physics? Could you link to a source?
i forgor where that is, my bad, cant link it rn
They havenāt officially announced it, but kleptonaut said generalized server authority is being worked on
I have a question, how would I go about replacing the default R15 Rig with a custom model?
what are you going to replace it with, A new model for all players? or custom models for certain players?
So unreliable remotes have a limit of 900 bytes, this means we now have to be carefull with how many things we stick inside the characterData, once this update releases.
Would love it if you could create an easily accessible api for the wally package
The current one is both outdated and hard to manipulate
With this update would it finally be possible to get the collision data from meshparts in order to have acurrate collisions on chickynoid?
If so these are huge news.
Blockcasts would solve this, however weāll need to wait until margins are released
Iām trying to find the code for where it gets the characters rotation, but I canāt seem to find it. Also, is there even a discord for Chickynoid?
I am having a coding problem with writing my code the way chickynoid intends it to for my weapons.
So I want to make my hits have a delay and not cast instantly, So this means I cannot cast my hit from processcommand function because I need to step down the āHitDelayā value, and then cast it as soon as it reaches 0, so this means I need to program this from the :Think function.
Here is where the issue is at, I am unable to cast the hit from the Think function of a weapon because I require command.ServerTime value and command.fa value.
Does anyone know a solution or workarround for this?
Queue the attack up and fire it off on the frame you want to fire it on?