Is it possible to make smoother knockback on players?

I’ve spent the last 2-3 days trying to make knockback and I’m at a point where I’m wondering if making smooth knockback is even possible? Because I’ve tried everything I found online and I always end up with laggy results for both clients or smooth for one client and laggy for the other. I’ve tried doing knockback on the server, the attacker’s client, the hit receivers client, I’ve tried body velocity, tweening, linear velocity and setting network owner.

This is currently where my knockback is at and is probably the smoothest I can get it, but still quite laggy

I’ve seen games with good knockback so I know it’s possible to make this a lot better, but all the basics I’ve tried haven’t seemed to work so maybe someone else with experience with this could help?

Also here’s the code for the knockback

	--Linear Velocity
	local Distance = 50
	local Height = 20
	local Att = Instance.new("Attachment")
	Att.Parent = Target.HumanoidRootPart
	
	local LV = Instance.new("LinearVelocity")
	LV.MaxForce = 500000
	LV.Attachment0 = Att
	LV.VectorVelocity = (PlayerLookVec * Distance) + Vector3.new(0,Height,0)
	LV.Parent = Target.HumanoidRootPart
	
	task.wait(0.3)
	
--bring them forward for that bouncing off the wall effect
	LV.VectorVelocity = (PlayerLookVec * -30) + Vector3.new(0,0,0)
	
	game.Debris:AddItem(LV,0.1)
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Have you found any solution to this? I’ve been trying to make a smoother knockback system

Hi!

I assume the issue is there due to NetworkOwnership.

I also found out that the issue is due to networkownership but can’t find a solution

You could create a clone of the opponent, and have that clone do everything that the original opponent does. It will be a bit delayed, but will be way more smooth.

By “everything” did you mean even fighting back?

By everything I mean everything that is visual to the client.

So each player will be fighting agaisnt clone versions of other players?

sounds laggy asf aaaaaaaaaaadwdwadawd