I’m planning to work on “Finishers” soon, similar to “RIVALS”, I’m wondering if anyone can give me some insight on the best way to go about doing it?
1: How do kill effects actually work, Is it a clone of a character model and then the respective kill effect is played? or am I applying the kill effect to the actual player model?
2: Client side or server side? (Note: Not just effects, I’m talking about actual kill effects that alter models, textures, animations, etc.)
3: IF you apply the effect to the actual player model and not the clone, won’t a lot of things mess up? what if the character model respawns before the kill effect ends?
Am I correct in saying rag-dolling actual character models on the client doesn’t really work all that easily, I found when I tried ragdolling on the client I came across alot of issues with network ownership? Wouldn’t client side death effects be required to be done on a separate cloned character model?
Also a video provided below to show you the type of kill effects i’m going for.
These effects are just animations, with a ragdoll, for example the rip one just spawns a mesh over the player, which falls onto them (animation) before it loops through the character and sets everything to transparency 1
Should this be done on the actual character model or a cloned version of the client model,
I see multiple issues when doing it directly on the character model from the client;
The server will become the owner of the character upon the player dying.
The server ownership makes it so that simulating another player’s Ragdoll character on your client only runs smoothly when you’re in a few studs of them.