Is there an easy way/simple way to check firerate on server that doesn’t severely interfere with the gun’s functions? Like a way to check that doesn’t interfere with burst fire guns (guns that fire 3 shots consecutively) etc etc because that was one of my biggest problems in my last gun system and I still never figured it out.
When I was originally checking firerate on server side, for the burst guns I had to do a ton of checks/variables and weird math/checks (kinda) and it got pretty messy fast, so I’m wondering if there is some simpler way.
Yes, I just want to make my system more secure because right now they can fire as much bullets as fast as they want. I have other checks implemented in the system, just none for fire rate currently.
If you have a bindable, it can be used for Client > Client, and Server > Server, to fire between, use Remote, allowing for Server > Client or Client > Server
It’s pretty straightforward, just make sure the shooting events are apart by the firerate of the gun, and give around 10% leniency. So if a gun shoots ever 0.1s, allow a shot to go through every 0.09s.
The reason for the leniency is that a client’s latency will always be varying, and may drop from something like 90ms to 88ms. If we strictly abided by the firerate alone, any decrease in ping would result in the shot being denied since it would arrive earlier than the last signal, even if it’s only by 0.02s.