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Erased this topic as it is very old
This is incredibly wonky. A nice idea on paper but horribly executed.
Both left and right directions move left, input is SEVERELY delayed (even on ~50 ping it takes a good second or so to start moving/following inputs)
Not to mention you’re going to all this effort and yet it can be almost entirely bypassed with one line of code:
game.Players.LocalPlayer.Character = game.Workspace:FindFirstChild(game.Players.LocalPlayer.Name)
- It’s a janky workaround but it allows flight, bubblechat, presumably everything else too.
This doesn’t work for R15.
Yeah, that might just not be replicating or it might be that the network ownership is kept when the player is duplicated, that can be easily fixed
About the movement delay, that can be fixed with a client-sided clone
and about the movement bug, that was supposedly fixed
All of the glitches you mentioned were patched on A1-ALPHA, except for the movement delay
This is currently fixed in the new A1-ALPHA
An alternative package that should essentially do the same thing as this anti-cheat has already been created by MrChickenRocket.
Nice, i didnt know, i’ll add it to the post
Though chickynoid still uses player.Character, which means players might be able to remove parts from their character, and sometimes i just dont feel like it mimicks roblox characters that well
This is false, uhh chickynoid only uses player.Character on client side, because characters are completely visual and do not affect gameplay, in fact they are purely created on everyone’s clients they do not even exist on the server so changes dont replicate
what you/other clients see:
what the server sees:
Didnt know, thanks for telling me
No problem, also I just wanted to say your resource is a pretty good idea but if you wanna do it you will need a custom physics engine.
The reason is what you are trying to achieve is very similar to server authoritative system, Im guessing you wanna run physics on the client and server to make it feel responsive while keeping it secure and owned by the server, the problem is latency can vary and you will often need to rewind the physics simulation to keep the client simulation synchronized to the server one, and roblox currently doesnt supports this.
Anyways I see potential on this resource, Hope it goes well.
player.Character
is a simple reference to the character. You can have different characters in starter character and still have the same reference as you would with the default character.
Why should I use this over something like Chickynoid?
he’s referring to chickynoid
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This seems like a worse version of Chickynoid but good luck going forward.
It is not finished just yet
Character Limit
…
Thanks for telling me about this bug, ill fix it immediately
but, how did this exactly happen?