How do I prevent too much data being sent across remote events?
When you fire a weapon and kill a zombie, for example, there’s a lot of data that needs to be transferred.
For example, damage, exp, money, all multiple times in second. From the client to the server then back to original client/other clients. Any tips on how to keep this at a minimum so your client’s connection isn’t tanked?
You’re already describing your own issue, there’s no reason to be sending any of that information multiple times a second. Most information should be handled by the server to begin with, and you only need to send data when it actually changes.
Firing a weapon should just be as simple as saying the player pressed the trigger, sending an angle, and then the server should handle EVERYTHING beyond that point
But after you kill the zombie and it updates the player data table on the server it still needs that data to be sent back to that player’s client so they have it up to date.