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) end
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.