How would I make an NPC that chases a player that is controlled by the server, but the NPC visibility is only one per client?
So we would not see the other same NPCs that are chasing other players, we will only see the NPC that is chasing us. So like the position of the NPC of each player is different, based on where the players are.
Here’s an example (Escape Papa Pizza’s Pizeria by PlatinumFalls)
sorry, i noticed it wasnt possible to set the network owner of an Instance to other individual players, but you can try to clone the npc for every player and set the network owner to the player respectively; then delete the other npc in the client
respectfully to the other guy hes wrong all you gotta do is make the npc chase the player in the client and when you wanna do something server sided like damage you can fire an event
yeah, network ownership mainly affects the physics of a part, and it determines which player is simulating a part’s physics. in this case the player is simulating the npc
yes you can do that and put the localscript in his backpack, his playergui or starter player
then when you want to do anything server sided like damage etc you just fire a remote event
If you do this it will be pretty vulnerable to exploit as it’s controlled by the client so they can just destroy the Rig or the script directly. I don’ t get why you would want this tho as you could have one N.P.C and on the server you use functions to get the closest character.
It pretty much can, I do recommend you don’ t do this if you want important game’ s features to be safe from exploiters. You should do what I said because it’ s easier, efficient and managed on server, your safe zone exploiters can’ t touch