Help with delay (not the function)

Hey everyone,

So I’ve been working on an anti-cheat for my client-sided zombies. However, it doesn’t work as accurately as I liked (I keep getting kicked too quickly) because the server model keeps lagging behind the client model. Here’s an example:

Here’s what both entities use to move: (ran on heartbeat, used the same logic except server doesn’t have the cool visuals)

function Tracker:MoveTo(UnitVector, dt)
	self.Part.CFrame += UnitVector * (self.Speed + dt)

Things that I have tried:

  • using deltaTime from Heartbeat but keeps the movement the same
  • turn the speed up for the server model; actually outruns the client model, so doesn’t work either

Is there any way I can fix this? Thanks for your help.

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