Can we have the ability to tell the server what client should be handling the physics for a specific model?
I’m working on a spaceship game with LARGE spaceships. The problem is, the captain needs to board first or he will have unbearable lag when piloting the ship…whereas a sole passenger will enjoy a smooth flight.
If I could say Model:SetOwner(player) for whoever sits in the captain’s seat, this entire issue could be resolved!
I think this has been asked for before however I just wanted to provide another reason for which it would be useful. Same goes for airline groups. The captain must sit down first (and nobody else can be in the model’s bounding box) or he can’t fly.
You could parent the physics model to the player’s camera, and then use the same replication hack you use for the cars (I think that was you?) to replicate the model to other players.
Have a local part control all of the physics, and then constantly send the server information about the part. Use that information to replicate a version of the spaceship.
Someone let me know if that works – it’d be really interesting o.o[/quote]
Now im not 100% sure, but wouldn’t that turn the ship invisible whenever the player zooms in? From only his perspective of course.
I’m going to be coding the test with FE, so it’s possible local hacks may work…
Also, making a “plane” using FE, how do I do that? I can’t directly edit the bodyposition, I’d need to tell the server, no? Or can I edit anything inside of me?
[quote]
Also, making a “plane” using FE, how do I do that? I can’t directly edit the bodyposition, I’d need to tell the server, no? Or can I edit anything inside of me? [/quote]
The effects of a body object are replicated, however the actual values used are not.
[quote]
Also, making a “plane” using FE, how do I do that? I can’t directly edit the bodyposition, I’d need to tell the server, no? Or can I edit anything inside of me? [/quote]
The effects of a body object are replicated, however the actual values used are not.[/quote]
Can you elaborate on that?
And can we get an admin response on this? People have wanted this forever. Basically every vehicle ever suffers from this.
You can put a BodyMover in a player’s character locally in a filtering enabled game, and although the BodyMover object will not be replicated to the server, it will still affect the character on the client, and this character movement will be replicated to the server.
This was useful for me for making jetpacks. If I were to send commands by remotes to the server for the server to then use the BodyMovers, you would get an input lag from the time it takes to send that information over the remotes. Doing all that on the client eliminates that delay. I did need to have the server handle the fire and smoke effects via remotes from the client, however, because that wouldn’t replicate. Physics on the client, effects on the server.
Oh okay! Yeah I’ve noticed all player movement is replicated.
What about a vehicle on the server. A plane. If I instantiate a bodymover inside this (locally) and fly it, will changes be replicated? If so…I’m fairly certain they’d be laggy.
[quote] Oh okay! Yeah I’ve noticed all player movement is replicated.
What about a vehicle on the server. A plane. If I instantiate a bodymover inside this (locally) and fly it, will changes be replicated? If so…I’m fairly certain they’d be laggy. [/quote]
I’m not sure if it would work outside of the character. I would suspect not, or not reliably. It only works because the client is handling the physics for the character, so it would have to be something the client is handling, which would be where your feature request would come in handy.