I have been making a framework for my combat for a while, and I’m nearing the end of the project so I can use it throughout my games.
- My issue : I am nearly done with my game’s combat, but I seem to be experiencing delay, and from in comparison to my normal combat - it feels very slow on the uptake on the Guard-Break.
I questioned the flow of each process (Normal M1’s V.S Guard-Break final hit), and what tends to happen is that the way it is setup is very similar
M1 Normal Combat Client -> Client Actions/ Combat Actions ((Client-Sided) (This is usually where all the action's for each keybind is held)) -> M1 -> Server -> Combat Actions (Server) -> Hitbox -> Back to Client for Visual Effects -> DamageInterpretation (Deals with Attack Data, such as Knockback Time, whether or not Knockback will occur, etc.) -> Set State
(This is shown in the picture.)
Final Hit in M1 Client -> Client Actions/ Combat Actions ((Client-Sided) (This is usually where all the action's for each keybind is held)) -> M1 -> Server -> Combat Actions (Server) -> Hitbox -> if statement to check for Count/Hit 4 + If Enemy is blocking -> Back to Client for Visual Effects -> DamageInterpretation (Deals with Attack Data, such as Knockback Time, whether or not Knockback will occur, etc.) -> Set State
I’ve tried to change the hierarchy in which the Hit/Enemy Character’s Animation and Visual Effects get placed in the Server by making it as similar as possible to my character’s normal Hit M1, with no avail.
The alternative script that is included in comparison to stop any other animations such as Blocking when they’re hit via a Listener on the Client, but otherwise I’m unsure as to why the combat is not as responsive when it comes to the Final 4th Hit the Guard-Break variant.