I have a gun system, right. Whenever you hold to shoot it in game, it shoots slower than usual due to the clients ping. If you have 90-100 ping, it shoots way slower. How do I make it not based on the clients ping?
you have to give the client network ownership of the bullets and then let them position the bullets in a local script
or if you don’t mind bullets being in difference locations for each client each client could make the bullets locally independent of the other clients
so would it be, bullet:SetNetworkOwner(nil)
actually, the bullets are perfectly fine on each client, it’s just the firerate that is slowed due to ping
no that will make the server have ownership of the bullet and only then the server could position the bullet
ping and frame rate are not the same thing
ping is the time it takes for a message to go from the client to the server and back to the client again
https://developer.roblox.com/en-us/api-reference/function/Player/GetNetworkPing
if you want to shoot based on time and not framerate then take a look at this video near the end of the video i show how to make a loop that is perfectly timed and does not relay on framerate
50> ping lets you fire very fast as i want it to be, 60+ ping makes you fire slower than i want the gun to fire
are you sending a remote event from the client to the server every time you want to shoot a bullet
Just do the visuals on the client, then the hit detection verification on the server
this is not my thread i’m not making a gun system
you both look the same
yeah, everytime it waits the firerate / wait time it fires
i do this, i make bullet visuals on client then hit detect on server, its just that if you have really high ping the guns fire-rate slows down