no because it makes a new full table of the tags inside the player that died
i did some print testing from start to bottom and it ends pretty fast so i think it has to do something with the died event its self
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
I actually did this but the odd delay from client to server was pretty annoying depending on ppls ping
Well did it work though?⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
yes but with the players ping it can cause longer delays then the server
does some what mean it works or not?
Your code fires almost instantly in a blank test place for me.
I doubt your code is the issue itself.
looking at the way you write your code you probably have a memory leak somewhere
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
You probably have an open connection somewhere, i.e memory leak
if you want i could post all of the code if that helps
i could take a look and see if thats the problem but i doubt it
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.
here is the thing its all on the server
If you’re wanting to keep it all on the server there is nothing you can do about ping.
Short from asking Elon Musk-chan to give free fiber internet to the Earth.
Use :GetPropertyChangedSignal("Health")
and check if the player’s health is not more than 0 instead.
The reason why using :GetPropertyChangedSignal("Health")
instead of .Died
is due to the fact that .Died
is called by the Client, like how changing your Humanoid’s PlatformStand on the client changes your HumanoidStateType
to Enum.HumanoidStateType.PlatformStand
in the server
Are you saying to do :GetPropertyChangedSignal("Health")
and then firing a remote event on the client? Instead of humanoid.Died on the server.