Maybe I am crazy but I think doing this is impossible due to the differences between the ping and the cooldown timer?
Could You Give Me More Details About What Your Trying To Make?
every attack that’s requested by the client should be requested to the server for confirmation and execution.
It’s not “impossible”, it’s mandatory to use the server in order to create a fair game.
Use remote events/functions (for attacks) and unreliable remote events (for effects) to communicate with the server from the client. Regardless of ping, there is no alternative to make sure the client is secure.
well if you think about it, so long as the player’s ping is relatively consistent then the same amount of time is passing on the client as on the server
it’d also be wise to have a “buffer” (CooldownSpeedbuffer?) time where they can still cast the attack on the server, i usually keep mine at around 0.12s (120ms)
But what if the player’s ping changes all the time
I am trying to make cooldown for the attacks and m1s but I do not know how to do this on server because of the ping between client and server
if someone has a poor connection then they shouldnt be trying to play a game where you need a connection to the serverđź’€
if youre asking how to reconsiliate, or how to deal with bandwidth overloading, then those are different questions and lmk
What do you mean by buffer? Could you show me some examples please
Also what is reconciliation? Lol sorry for asking two questions
In this case I’m using it to refer to a time period in which the attack would still activate even though its still on cooldown on the server (so basically the cooldown is shorter on the server)
Reconciliation, as like a simple definition, is the act of the client modifying the gamestate to one which reflects the server better (resynchronizing), can get complicated. You probably wont need to worry about this too much