Alright guys, I’m gonna teach you all reading this how to replicate effects to the client, because YouTube doesn’t teach this, and there are barely any tutorials on it here.
So what is client replication?
Client replication is when you replicate an effect from the server to all clients, decreasing server load.
Why should i use client replication?
Because doing server sided effects is a crime. Server sided VFX not only increases server load but also increases ping tremendously. Don’t believe me? Make a server sided VFX script, turn on data and look at your ping once you use a move. Now imagine that but with 10+ players using a move at the same time. Yeah, no ones gonna play that game. Server sided effects are much less of a hassle, hence why more than 75% of the tutorials on YouTube use server sided effects.
Ok, now i know why i should use Client replication, but how does it work?
So step one, a player will fire a remote event, and the server will receive it.
The red hexagon is the server, and the black circles are the players.
Then the server will be like “Yo, imma send this info to all the clients so i dont get hurt” then the server will use
:FireAllClients()
to replicate the effect to all the clients.the next vincent van goh
but now wouldn’t all the vfx be placed differently? Well heres where the real scripting begins.
Firstly create a local script to detect inputs.
local uis = game:GetService("UserInputService")
local rem = Your Path to the remote
local plr = game.Players.LocalPlayer -- you the player
local char = plr.Character or plr.CharacterAdded:Wait() -- your character
local hum = char:WaitForChild("Humanoid") -- your humanoid
uis.InputBegan:Connect(function(inp, typing)
if typing or hum.Health == 0 then return end -- if you are typing or ur humanoids is ded
if inp.KeyCode == Enum.KeyCode.R then -- if you click R
rem:FireServer() -- fire an event to the server
end
end)
and thats your local script until now!
next in your server script
local rem = pathToRem -- path to your remote that you fired
rem.OnServerEvent:Connect(function(plr) -- when you recieve the remote with the player that fired it
local char = plr.Character
local hrp = char:WaitForChild("HumanoidRootPart")
end)
NOW PAUSEEEEEE
We gotta create something to replicate.
Just replicating to client
We will be replicating this effect
Magma on ground mesh
Place that effect, or a chosen effect into wherever you want, preferably replicated storage.
now back to scripting
in our server script we are going to add a few values to send to the client to replicate.
local rem = script.Parent
rem.OnServerEvent:Connect(function(plr) -- when you recieve the remote with the player that fired it
local char = plr.Character
local hrp = char:WaitForChild("HumanoidRootPart")
local positiontospawntheeffect = hrp.CFrame * CFrame.new(0, -2.9, 0) -- the default height of a hrp is 3 so 2.9 shud position the effect right on the ground without raycast
local sizeTweenInformation = {Size = Vector3.new(12, 1, 12)} -- the end goal size
rem:FireAllClients(positiontospawntheeffect, sizeTweenInformation) -- we send the position to all the clients
end)
now back in out local script, we are also going to add a few things
--// shortcuts
local rs = game:GetService("ReplicatedStorage")
local ts = game:GetService("TweenService")
local ti = TweenInfo.new(1, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut)
--//
--// replication function
rem.OnClientEvent:Connect(function(Cframe, endGoal)
local effect = rs.MagmaOnGround:Clone() -- clone ur effect
effect.Anchored = true -- anchor the effect cant move
effect.CanCollide = false -- can collide off so you cant collide with the object
effect.CFrame = Cframe -- the position identified in the server script
effect.Size = Vector3.new(0,0,0) -- starter size
effect.Parent = workspace -- parent the effect to workspace
game:GetService("Debris"):AddItem(effect, 4) -- add the item for 4 secs
ts:Create(effect, ti, endGoal):Play() -- play the tween from the info specified in the server script
task.wait(2) -- wait a bit
ts:Create(effect, ti, {Size = Vector3.new(0,0,0)}):Play() -- reverse that
task.wait(1) -- wait for the reverse tween to finish
end)
--//
and you should have something like this
Showcase
and thats it, you have just successfully replicated an effect to all the clients Good Job!
Replicating a move to client.
Ah you picked the hard choice, brave scripter. I have this effect. Fireball - Roblox that looks like this
so in our server script we are going to add the following, a hitbox and hit detection and values to send to the clients.
local rem = script.Parent
local ts = game:GetService("TweenService")
rem.OnServerEvent:Connect(function(plr) -- when you recieve the remote with the player that fired it
local char = plr.Character
local hrp = char:WaitForChild("HumanoidRootPart")
local positiontospawntheeffect = hrp.CFrame * CFrame.new(0, 0, -5) -- position the effect in the same position as the hrp
local CFRametween = {CFrame = hrp.CFrame * CFrame.new(0, 0, -500)} -- the end goal position
rem:FireAllClients(positiontospawntheeffect, CFRametween) -- we send the position to all the clients
local hitbox = Instance.new("Part") -- create a part
hitbox.CFrame = positiontospawntheeffect -- put it in the same pos as the effect
hitbox.Parent = workspace -- parent it to the workspace
game:GetService("Debris"):AddItem(hitbox, 5) -- add it for 5 secs
hitbox.Transparency = 1 -- make it invisible
hitbox.Size = Vector3.new(5,5,5) -- make it a size of ur choice
hitbox.CanCollide = false -- make it so that it can not collide with anything
hitbox.Anchored = true -- anchor it
ts:Create( -- create a tween for it exactly like the vfx tween
hitbox,
TweenInfo.new(4,
Enum.EasingStyle.Quad,
Enum.EasingDirection.InOut
),
CFRametween
):Play()
-- really basic damage detection function
local gotHit = false
hitbox.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild("Humanoid") and hit.Parent ~= char and gotHit == false then
gotHit = true
hit.Parent:FindFirstChild("Humanoid"):TakeDamage(5)
end
end)
end)
then in our local script we are going to add a similar script to the other one in the “Just Replicating to client” version
--// shortcuts
local rs = game:GetService("ReplicatedStorage")
local ts = game:GetService("TweenService")
local ti = TweenInfo.new(4, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut)
--//
--// replication function
rem.OnClientEvent:Connect(function(Cframe, endGoal)
local effect = rs:WaitForChild("FireballEffect"):Clone() -- clone ur effect
effect.Anchored = true -- anchor the effect cant move
effect.CanCollide = false -- can collide off so you cant collide with the object
effect.CFrame = Cframe -- the position identified in the server script
effect.Parent = workspace -- parent the effect to workspace
game:GetService("Debris"):AddItem(effect, 7) -- add the item for 7 secs
ts:Create(effect, ti, endGoal):Play() -- play the tween from the info specified in the server script
task.wait(4) -- wait a bit
ts:Create(effect, TweenInfo.new(1), {Transparency = 1}):Play() -- reverse that
task.wait(1) -- wait for the reverse tween to finish
end)
--//
and you should have a working client replicated fireball that does damage! Good job!
BEFORE YOU LEAVE, ONLY REPLICATE VFX NOT HITBOXES OR ITLL BE VULNERABLE TO EXPLOITERS
To sum it up, client replication is when one player sends a remote to the server, and the server returns similar values to all the clients “replicating” it.
Thanks for coming here, and reading all the way through, i hope you learned how to replicate effects to the client, this is my first tutorial post on here, so let me know if i can add anything to improve or if you need any help! Thanks and goodbye!