the title is p straightforward. When I apply knockback on an npc from the server, wether it be using apply impulse or linear velocity for a split second, theres like a 1 second delay before the npc is moved. Im aware some games use the client to manage npcs in order to combat this, but I am not very aware on how to do this. I seek insight.
You could set the network owner either to nil (server) or to the client attacking it
setting it to the client attacking would not be a good idea since it’d make the knockback system vulnerable to exploits.
yeah thats true. I wonder how other games do it then.
did you ever find a solution to your problem?
You either set the NPC’s network owner to the server (delay is equal to your ping 2x)
or…
You use client-sided NPC’s/give network ownership to the client which would have zero delay for the client attacking. This does mean you have to worry about exploiters somewhat though.
ye i had been thinking about that, but i dont know a good way to combat giving network ownership to the client so i feel like im better off handling knockback in a completely different way unless there’s a way i can setNetwork Owner to nil and still hide network latency
rendering npcs on the client proved to be the most efficient way to handle this, as long as u code ur game right, everything should be relatively synced
Alr, thanks i’ll look into that
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