I am trying to make a float value replicate from a client. This value holds an angle in degrees, so I have little issue if it is exploited or not.
I was wondering if there is an automatic way to force this change or if I am restricted to just sending a million remotes from client to server and server to other clients to have them be able to use this value.
You can give them NetworkOwnership of the value, however once you do you end up being vulnerable to exploiters as they can put whatever numbers they want into it but that shouldn’t be too big of a deal if it’s for something like this.
Network Ownership basically just gives the client control of a certain object and as such handles it themselves. Normally, this object would be something the player controls, for example their character or a car.
For a little reference as to what I am trying to do, watch this video.
My problem here is essencially, despite me setting the target ownership to that of the client,
local Target = ServerStorage:WaitForChild("Target"):Clone()
Target.Parent = workspace
it is not replicating. The character rotation is done through using welds.
For some reason, neither are replicating. Do I have any hopes of fixing that or should I just go for the value?
Edit: Just did a little bit more testing, discovered the Target is changing its position but because the transparency is inicially set to 1, it was not visible. The remainder properties are not replicating though.
Well, if you want to replicate all of that, the best option is to continuously send the rotation/position data to the server via a remote event every 1/4 or 1/5 seconds. This may not look smooth on the server, but it can be smooth on the client through RenderStepped. This can also be made more efficient if a signal is only sent when a value changes.