so i have a server sided died event when ever a character gets added and it checks the humanoid for any tags aka a gun killfeed but sometimes when they die the died event can be delayed im not sure why though is there any alternative to humanoid.Died or do i need to change a few things?
thanks.
game.Players.PlayerAdded:Connect(function(plr)
plr.CharacterAdded:Connect(function(char)
local hum = char:WaitForChild("Humanoid")
hum.Died:Connect(function()
local t = {}
for i , object in pairs(hum:GetChildren()) do
if object.Name == "Tag" then
table.insert(t,object)
end
end
end)
end)
not putting full code since its long but you get the main part of it
how about instead of doing it the way your doing it you just, fire a remote inside of the died event on the client and then do the stuff you need to do
yeah i thought so its about 200 lines and i printed from start to bottom printed both instantly so i think its the died event its self or the player im not sure
take Arsenal for example when you kill someone they instantly show up in the kill feed
What I am saying is that the Died event fires instantly in a new, blank test place. So whatever code you aren’t showing or something about your character setup (if it’s custom) is in the way of it.
there is not delay testing it on 2 player server with low ping but when more ppl come in sometimes it might get a weird delay or not even fire sometimes
That’s just an unfortunate reality of ping. It’s the time of delay for a server and a client to communicate. You can’t fix that unless you move your logic to the client and then verify it on the server.