@TheDestroyer0525 is indeed correct. that causes your tool to break.
you should have a reference to that bullet!
@TheDestroyer0525 is indeed correct. that causes your tool to break.
you should have a reference to that bullet!
If your using :Clone() to make the bullet, make a variable that stores the cloned bullets and set networkowner to that variable
local bullet = "yourpath".Bullet:Clone()
bullet:SetNetworkOwner(player)
So something like “local j = game.ServerStorage.SuddenChanges.BulletSpread.Bullet”?
Wait, I just realized, if all projectile’s networkowners are set to their user, would that mean basic things (spawned attacks that use bodyvelocity, but has no networkowner) would stop lagging? Or am I completely wrong here.
It wouldn’t lag for that one person, but it’ll look more laggy for everyone else. Also, exploiters would be able to move that effect wherever they want, because they have network ownership of it.
Oh, well since there seems to be no way to solve this, I’ll mark this as the solution.
2 Things here. (sorry for extending this thread)
for a Single Player, its explained by @Judgy_Oreo
2.) If you set the network owner to nil (which sets ownership to server), it will only lag if there are ALOT of body movers + Default Physics. (10000> body movers [for low end devices]). You are very less likely to get in this situation if you have <50 player in a server. it would be better as exploiters AND normal players wont have network ownership.So it would be better to set ownership to nil (server) in your case. if you dont believe me try it with your friends. i learnt this the hard way :`)
(sorry for late reply as well i had a light out at my house)
Well, if you set the networkowner to nil no player would see it with lag.