Firing a Remote Event rapidly?

Oh thank you for the answer! Regarding what I said about the metatables, I meant that I attempted to track whether an object/value has been inserted in the table or removed, something like a .Changed event which fires a function but for the tables. Besides that, this is the answer that I’ve been looking for.

…? I still don’t understand. What is your use case? Are you checking for players alive or something? What is the server informing clients of? Where is the bool located? What is the tag? Are clients supposed to see how many “tags” are true out of everyone in the server?

I would most definitely not suggest this. You need to send the direction and position of the fire for every shot. This data needs to be absolutely accurate. You cannot achieve this with that method.

You can send a message every 0.5 seconds. You will not hit queue exhaustion nor experience latency due to this.

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I’m checking if the players have a bool value set to true. The server is informing the players to display the amount of players in total who have this bool value set to true and this bool is located in the Characters of the clients. The tag is a bool value. If what I’ve said is still unclear to you, I’ll give you a visual representation of what I’m trying to do.

Okay, you should probably be fine then. There isn’t that much data involved, it so seems and firing a remote rapidly generally should not cause you trouble unless you exceed that 60 KB/s limit.

I was just wondering if there was a way to accomplish this in a different manner.

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How does that work? Won’t the bullets only be firing in one direction because you aren’t sending the mouse position anymore since you’re firing the event only when you click? What about when you click and drag? There are some problems with that solution