How Can I Play Gun Audio Locally and Still Replicate It To The Server Without The Client Hearing Double Gunfire?

That is a fair comment to make. At that point though, if you have server latency affecting remote calls, it becomes a general topic regarding your game’s optimisation and memory usage reduction over network traffic, which is worth a separate discussion on its own.

Definitely a good point to recognise though. It takes all kinds of experimentation to get down the verification that you think would be appropriate and useful for your game.

Sorry for bumping a year old thread but I’ve looked up how I can fire all client except one client and couldn’t find a way to do it, can I have more explaination on this?

You need to use your own problem solving skills to understand what is being said here. The explanation is in the post itself: you call FireClient for every player except the one who shouldn’t be receiving the event. From that, you need to discern:

  • How do you get all players in the game?
  • How do you call FireClient for all players in a list of players?
  • How do you prevent your code from doing anything if a certain condition is met?

You can find answers on the Developer Hub as well as with trial and error.

2 Likes

sorry for bumping but for anyone looking for another solution which like OP are uncomfortable using remote events.

It is most likely you are using an animation too or atleast create a dummy animation with a MarkerSignal

you can then check for the MarkerSignal being reached by using Animator.AnimationPlayed(Animation)

and then Animation:GetMarkerReachedSignal()

this is unpractical and has flaws, what about other audio??