Players sees me as if I was close to them but I am actually not?

As you can see in the video, you can tell what I want to achieve. This isn’t my game, but it’s an example how are players going to act in my game.

I actually can’t quite tell what you want to achieve. Can you explain it in detail?

I don’t know to explain it myself. I am thinking only that players don’t have equal connection, that’s all I can really get from this.

For example, “Hitbox” is too big evern though it’s the same.

Ohh, so basically like the game sees you closer to something but you don’t see it that close? I think that’s related with latency

latency

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Exactly! I don’t know how do I get this fixed unfortunately…

you can’t fix latency

Piggy has this fixed, it’s like, really really smooth.

Latency depends on your ping, if the piggy is being controlled in the client (which I dont think is the case) then the player using it could also affect you.

Oof… so there’s really no solution to this?

The best you could do is handle the piggy (or any) on the server which prevents them from catching you miles away but you can’t fix your own ping.

yeeaahhh I really have no idea how am I going to do this…

Latency issue, meaning its a Client issue which is most likely related to the user’s computer.

One way you could “counteract” this, would be to validate whether they are close to the player on both Client and Server. Basically meaning:

→ Check if the player is close enough on the Client
→ Yes = Fire a RemoteEvent to the Server and repeat check → No = Do not fire RemoteEvent
→ On the Server, do the exact same check, if sucessful again, fire code.

Other than a validation check, you most likely have to figure out the source of your latency issue, whether it be your wifi, your firewall, or a server issue.

Hmmmm… so I do not know how I’d do this, but… magnituding? I’m realllyyy confused about this as I have never actually done, or saw something like this before…

You need to do a magnitude check inside the client, if the client is close enough than send it to the server then trigger the kill function

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sounds like a good idea, I might try this out

welp, nothing for me unfortunately…