How would I go about making client-server-client grenade replication?

I’m currently planning to update my throwable system, I’m going to implement FastCast to it instead of using Roblox’s physics. One problem tho, I’m not sure how would i go about smoothly replicating the projectile’s position from the client-server-client. And NO, i don’t want to make the projectiles server-sided.

Here’s an example of what I’m going for: https://youtu.be/NeFxDKL699c?t=200

Any help is appreciated.

Well, you can do it the other way round, you could go from server to client by using :FireAllClients(). Or you can just do client to server because the client would react faster and be smoother rather than the server.

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How would i make it smooth tho, without the clients having to trace their own projectiles (which would mean that the physics wouldn’t be accurate in all clients)?

Oh, Then I recommend using roblox’s old velocity property on instances Although it’s deprecated, I believe its the smoothest, it also includes sliding. Something none of the other velocity constraints have.

I’m not going to use roblox’s physics for the projectiles, it’s mentioned in the topic.

do it on the server first i guess?

Yeah I know you were going to use fastcast however I never used it, I thought you had still use some constraints on roblox to do so…

Also, have you tried doing it on the client yet or no? The video you showed probably also did fastcast on the client. Making projectiles on the client is the smoothest, if that’s not smooth enough for you then I really don’t know. I haven’t used fastcast but it does have raycast in the name and I do know that raycasting can be harmful if not used responsibly so ensure you aren’t firing to many “casts” to the client/server I guess. If client is bad then do server and see what that does, test fireallclients/server and see if its smooth or not. If it still isn’t then it might just be due to the way you made the fastcast projectile.

When I was using fastcast, I also ran into this problem with a gun system, and other features that also limited me. For example, I couldn’t fire from player camera or projectile would go from player camera. This means that it has to be gun firepos and because of it, it has offset, and I still can’t replicate same cast to server/other clients so fastcast has really only been useful to me for blood systems since those don’t require same physics for server and other clients.

I was planning to use fastcast for a throwable system too, but when I had realised that I couldn’t make it client and it would be kind of slow and look bad probably, I just ended up using Roblox physics even though it probably doesn’t work well.

Although I do not think fastcast has any type of feature to replicate client projectiles to server and other clients.

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Yea, I kind of gave up and ended up using Roblox physics too. FastCast just feels outdated at this point, in my opinion.

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