so i have a combat system where you punch someone and they get knockbacked, but i can’t figure out the right network ownership to knockback somebody else
script(server):
local function applyNetwork(player, enemyPlayer, enemyHumanoidRootPart)
if enemyHumanoidRootPart and enemyPlayer and player then
enemyHumanoidRootPart.Anchored = false
enemyHumanoidRootPart:SetNetworkOwner(nil) -- Server takes ownership to apply force
end
return
end
applyNetworkRemote.OnServerInvoke = applyNetwork
local function revertNetwork(player, enemyPlayer, enemyHumanoidRootPart)
if enemyHumanoidRootPart and enemyPlayer and player then
enemyHumanoidRootPart:SetNetworkOwner(enemyPlayer) -- Revert ownership back to the enemy
enemyHumanoidRootPart.Anchored = true
end
return
end
unapplyNetworkRemote.OnServerInvoke = revertNetwork
and in the client:
applyNetworkRemote:InvokeServer(enemyPlayer,enemyHumanoidRootPart)
enemyHumanoidRootPart.AssemblyLinearVelocity = force
unapplyNetworkRemote:InvokeServer(enemyPlayer, enemyHumanoidRootPart)
how should the network owner ship be before and after applying force on someone?