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.
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yeah thats true. I wonder how other games do it then.