Alright, I already had support for that, but it does come at a slight overhead. Shouldn’t be too significant though.
Hm, can you use the newly released BezierPath? A new version was released 8 hours ago.
Alright, I already had support for that, but it does come at a slight overhead. Shouldn’t be too significant though.
Hm, can you use the newly released BezierPath? A new version was released 8 hours ago.
This was happening when we were using tweens
You do realize that says “Remove curve clamp” right? Not just “Remove curve”? I’m assuming that’s what you mean anyways.
Edit: I just realized what you meant, try my edited server code and it should work.
The offset was added incorrectly, because it wouldn’t take into account the current direction.
I’ve also increased the refresh_rate, so it uses less resources to calculate the track. If that doesn’t perform accurately, change it back to 0.2.
Is it just the formula? because i modified your code, to take into account the waypoint folder, because i started on tower targeting. Can you highlight what you changed?
I changed 0.2 to 0.5 (switch this back to 0.2 if it isn’t accurate enough for your liking):
I added the offset via CFrame so it takes orientation into account:
By the way, make sure you reference the CFrame
attribute in each model for this.
You may also find this useful:
I actually turned the refresh rate down to 0.1, because the enemies were shaking.(they were pausing then moving) I think its good though. Thank you!
Sorry for all the inconveniences along the way lol, I’ve learnt a lot helping you so far.
Goodluck on your tower defense!
you know, me and my friend experimenting now, because i’m only for math, but from my perspective, 200 enemies on scene is max, you could make some enemies bigger and more HP, maybe some type of damage protection (explosion proof, magic proof, bullet proof, laser proof ect.) soo player will have illusion of strong enemy, then player will keen on it, instead of a lot of them, this will make interactions better overall, because you’ll try to destroy 5 enemies, rest will be only a support for them.
I’ve also realized that there was another optimization I could’ve done, which I implemented in my edited client code.
All I did was switch table.insert
to directly setting the value in the table, which is 2x faster in my testing.
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