Furkan5E
(Furkan5E)
May 19, 2021, 6:39pm
#1
Hi, I am doing a cutscene and I don’t know if I should do it on the client or server.
One issue I thought of was that if 2 players reach a check point at different times and the cutscene plays, that’s not going to work.
also I think it will cause lag, because all players will have animations running even though they didn’t trigger it.
BUT one problem I don’t exactly know how to do it from the client.
so some examples and explanation would be very much appreciated, as my scripting is quite limited.
You could use a mix of both, the server picks up that a player has hit the trigger and fires a remote event to the client that touched it to play a cutscene.
1 Like
Furkan5E
(Furkan5E)
May 19, 2021, 6:56pm
#3
So the client can not detect if a player touches a brick?
No as LocalScripts cannot run in bricks.
1 Like
Furkan5E
(Furkan5E)
May 19, 2021, 7:00pm
#5
I see, so can I use default run animations on the client or is that only server sided?
Yeah, you can play animations only on the client. Just put the script in StarterCharacterScripts.
1 Like
Furkan5E
(Furkan5E)
May 19, 2021, 7:04pm
#7
alright, that’s all the questions I have, sorry if all of my questions sound basic to you, it’s just I don’t have much experience with the client.
Furkan5E
(Furkan5E)
May 19, 2021, 7:05pm
#8
Is there a forum post explaining the things you could do and can’t on the cilent?
Furkan5E
(Furkan5E)
May 19, 2021, 7:09pm
#10
I was reading that and this confused me, If a client calls AnimationTrack:Play()
or AnimationTrack:Stop()
on an AnimationTrack
, the animating model will animate on the client and replicate to the server.
Furkan5E
(Furkan5E)
May 19, 2021, 7:22pm
#11
Another question can you tween the camera on the client?
Yes, they are an exception. They are replicated to both.
1 Like
Furkan5E
(Furkan5E)
May 19, 2021, 7:38pm
#13
Ok Thank you, I will bump this if I have anymore questions.
1 Like