i want a remote server that updates a value for all the players with no exception.
However, i also want to hide this value to the client, but it will still update into the server for that player too.
can you explain how to do that?
i want a remote server that updates a value for all the players with no exception.
However, i also want to hide this value to the client, but it will still update into the server for that player too.
can you explain how to do that?
Can YOU explain what you’re talking about? What do you mean by hiding the value?
send a remote event to that client to change the value
yeah
basically im making arms point to the mouse position, however i want to make this replicated to the server every 0.5 seconds, but for the player this can seem laggy.
so i want to make a separate script for the player that updates the arms CLIENT ONLY, but this override with the server script and is a true mess
can you explain further?
30charlimit
You can just give the player network ownership of the arms and changes will render to everyone. Also, you could use unreliable remote events to rapidly send data to the server and it won’t cause much strain on the server.
sorry but can you explain the process to do so? i know ownership replicate the physic of the selected part, but not for the motors.
also the parts of the player are already set at the player and i can’t change that.
update the arms client only
Then this client sends a remote event to the server
then the server replicates the arm position to every other client
--serverside
remoteEvent.onServerEvent:Connect(function(sender, ...)
for _, player in ipairs(game.Players:GetPlayers()) do
--every player except the sender player
if player ~= sender then remoteEvent:FireClient(player, ...) end
end
end)
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