Are you using aimlock = 1 for your custom character?
Where is it located? I canât find the value anywhere
See the /examples/ folder for how to make a custom character. In the player simulation constants, set aimlock = 1
Are you able to give an in depth explanation of the bitbuffer module? I know it can encode and decode information really well, but how can I write custom code to apply it to other situations, for example updating entities.
How would this work with vehicles, planes, etc? I always implemented vehicles with VehicleSeat by calculating everything on client.
Hello, I have decided to use your tool for developement for my game, It seems stable enough and has enough features to make a propper game with, Im really amazed with the work everyone did for this system I believe it has the future of roblox on itâs hands, I have been reading the code trying to understand what everything does and how physics are simulated recently.
But an issue I find yet is that this tool is hard to use, but not because it wasnât designed forr begginers, because simply it lacks documentation, It has been hard to even spawn a player because of how many things you need to do which theres almost no information on how to, regardless pretty good system I already even started modding it to support R6 and to be compatible with my game.
Looking foward to this tool, people should start using chickynoid more. And again thank you MrChickenRocket and everyone who was involved on itâs developement for writing this its an impressive technical masterpiece
might need to modify it to support server sided characters for limb dammage lol.
I think this is explained on the Chickynoid talk, keep in mind this video is long and goes in depth into complex terms (Not even I could fully understand it) Code - Seminar 22 - Peter McNeill (MrChickenRocket) on networking in ChickyNoid - YouTube
I feel like this could be usefull if anyone else is developing on chickynoid, if you need a meshpart to have collisions for some odd reason, you can do this, To do this you must install the plugin Mesh Editor - Roblox then with this plugin you will be able to import your model as a bunch of wedges into studio, which then you can utilize as a collider to put inside your meshpart
Do not do this with really complex meshes like these too much as it can get very expensive to simulate collisions for these kinds of objects specially the way the tool does, try and use simple colliders for any of your meeshparts and only use this technique when absolutely necesary
Sometimes the module just completely bugged me without telling me of any error when I added more bridges. Itâs annoying to debug this.
Hope you find a fix for your problems.
I have also been having some issues with it, like the interpolation code making other players who are constantly jumping look like they are flying,
Or character movement by camera not replicating to the server or other clients which is very annoying because games that rely on first person movement like mine, look absolutely weird like this.
And itâs most likely these issues will not get resolved since from what I heard this moduleâs developement is done and not much progress will be done on it since the whole Rift failure situation, so its up to the users to rewrite and fix issues like these.
(I would like to state that it is not the devâs responsability to fix these issues, the module itself is impressive and even if itâs truly done I am gratefull it exists, I just made this comment to point out some issues)
I strongly agree. I would love to use Chickynoids in my games, but I donât even know how to use itâs features. Documentation would help so much! Iâve been following Chickynoids for a while lately, I hope to see some tutorials or docs for it in the near future!
Feature wise itâs paused, but there are a couple of scheduled changes that will happen once roblox releases new features:
- (confirmedish) shapecasts
- (confirmedish) unreliable remotes
- (unconfirmed) steppable humanoids
I will update the documentation at some point, and if I have a personal project that requires updates to it, Iâll commit those, too.
Thanks for staying commited to this project I really love it
Do you think you could add camera looking replication for characters?, when players move their character on first person, I have noticed this isnt replicated, for now I guesss I can write my own code for this as a mod for chickynoid but I would like it to support for this officially to make it more secure
Also custom netcode for chickynoid ive been making for my game to play animations on all clients for the character model (Also yes this saves server performance a lot)
If you need all other players to see your view angles, that data is already in the command structure - we use it for gun aim. If you need additional data the correct thing to do is to write that data to the command structure sent to the server every frame. Youâre free to append anything you want in there.
Also, chickynoid already uses local animation playing for all clients: thatâs handled via the CharacterData object. You should probably add events to trigger bespoke events to the command structure via a client mod, and then have the server mod trigger the animation, vs going around whatâs already meant to happen - otherwise youâre just undoing the security.
The issue is i dont think the current way to play anims âfrom the serverâ is cool because from what i could understand theres no wait to do stuff like :Wait() animation from the server or connect any other events, And I mean this makes sense considering they still need to be played from everyoneâs clients on their character copies.
Also the way I utilized does not go arround the security everything is still managed by the server and does not gives the client any sort of control
And thanks for the view angles ill deffinetely use it for player camera movement and if needed i will interpolate it
@MrChickenRocket Yo uhhh sorry for annoying you today if asking a question does but I have a few questions regarding the server raycasting for weapons, it seems I read further and found out about it but not sure what it does
Is this a raycast/hitscan from the server that works only for chickynoids?
Is this a hitscan that is lag compensated for server sided hitboxes? (Because if so I was planning on actually scripting a lag compensated hitbox for my game but if it already has one I should prob use it)
What exactly does it do and how does it works?
Is this a raycast/hitscan from the server that works only for chickynoids?
Yes
Is this a hitscan that is lag compensated for server sided hitboxes?
Yes
What exactly does it do and how does it works?
It predicts weapons locally on the client. It has support for both instant-hit weaponry and projectile-travels-over-time weaponry.
On the server, it keeps track of where everyone was at the time you fired your weapon, and does your hit detection against that.
Omg lets go thats awesome.
Yeah honestly I was looking to do a system like this since like what, 4 months ago but kept having issues because I would not be able to get rid of robloxâs deffault interpolation and buffer issues which caused it to misspredict so much only using the current playerâs ping, which then lead me to custom humanoids, which ended up in me finding about chickynoid.
Im gonna read how it works to be able to do my own system if possible, since my weapons require a bit more than just hit scan since they are like a hit scan melee but they have a sphere and raycast âscanâ for making aiming with them more easier
Go for it!
As long as you timestamp your attacks on the client, itâs pretty easy to do your hit detection on the server at the âcorrectâ time.
Check out antilag.lua for some ideas.