I am currently working on a knife and revolver system for an upcoming murder game. Currently, the system uses remote events to display a thrown knife / gunshot on each client in a smooth manner. On the server side, it only raycasts, and performs no visual effects. All visuals are left for the client so it appears smooth and without lag.
So my question is: Would it be more effective to raycast on the client and fire a remote event to the server when a player is hit?
I am conflicted because I know that an exploiter could easily use this for aimbot. However, the original client throw / shot would be more accurate from the player’s perspective than the slightly delayed server one. Could I run sanity checks to check the distance between the hit and the alleged target?
I don’t need a script, I just wish for an explanation on how I could accomplish this most effectively. What do FPS games such as Arsenal do to handle client to server weapon activation?
Thanks for reading. I appreciate any suggestions. Have a great day!
- Galactiq