When playing in studio, it works, but when doing teamtest or playing in the actual game, it prints sum like -3000
repeat task.wait() until (tick() - CurrentTick) >= SettingModule.HealingTime
Where i get currenttick from:
local CurrentTick = tick()
btw when i printed it on the localscript, it worked fine, but on server it doesnt
This might be happening because the
tick() time from the client gets a bit outdated by the time it reaches the server, especially outside the studio. In the studio, the delay is tiny.
I figured out a solution by just doing currenttick = tick() instead, however i am wondering why does it work in singpleplayer studio and not multiplayer?
The discrepancy is due to network latency in multiplayer, which isn’t present in singleplayer studio.
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