Most efficient way to replicate effects to server?

I made a script that fires three projectiles and when made it fe compatible, there was a huge delay. I know people say to make the effects client sided, but I want the other players to see it as well? Should I just run it to all clients instead of firing the server?

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When people say

they mean do it on the client and server. Client for immediate feedback for UX’s sake, and on the server so it replicates of course. You can fire the effects to all clients as well if you wanted to instead of on the server

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Perhaps it would be easier for us to help you if you showed us any kind of code to see where the culprit is.

not helpful, what @sjr04 said is very much correct, damage handling and whatnot should be handled by the server, visuals by the client(in this case everyone on the server)

What exactly is not helpful?

  • You don’t know what kind of delays there could be in his script such as loops, neglect of wait()

  • You also don’t know any useful information or feedback coming from my side so I am honestly clueless in which you call “not useful”

Indeed firing an effect both client and server side for faster results is a good idea but I am trying to look into any other problems that could exist.

The only delay made is the wait(.5) before projectile so I can sync up the animations.
I then cast a ray and use a loop (changing this to tween later) to move it along the ray.
I use heartbeat for the way in the loop

So fire effects on server (and client), return target information and then firing a dmg module is fine?
How would yo do it?