i have created an ability from “jjk” like in the video and i got 43 recv on normal when an enemy is found! thats seems very high for only server checks and one run service loop! i got everything on the client as visuals! this is server:
I believe the Heartbeat cycle (that fires every 1/60 seconds roughly) with the createragdoll function would account for a lot of your issues.
It seems you’re creating ragdolls for every humanoid the ball touches - every frame. Consider adding in a cache so that you only create a ragdoll per humanoid and dont ragdoll it when its already ragdolled?
What comes to mind if making a hash table before the function and then checking if the target is a key in the table. If not, create it and add it to the table
local Targets = {}
---conn here
if not Targets[Target] then
Targets[Target] = rag.CreateJoints(Target)
end
rag.Ragdoll(Target)