I’ve gotta go. See you. I’ll try this out later.
My only option is to fire a RemoteEvent from the ModuleScript on the Server to the Client and add the velocity from their with the parameters passed.
Actually, the main reason it doesn’t work is because the applied velocity barely moves the character. The character doesn’t flinch applying this amount of velocity.
Okay, I’ll try that. Also, I have like 4 Remotefunctions just for one combo. Is there any more convenient way?
Thank you so much! It works!
This actually worked, but note I had to change the NetworkOwner to the parent of the Humanoid that was being attacked. Not the player who was attacking.
Humanoid.Parent:WaitForChild("HumanoidRootPart"):SetNetworkOwner(nil) -- Sets ownership to the server.
-- do damage and etc.
Humanoid.Parent:WaitForChild("HumanoidRootPart"):SetNetworkOwner(Player) -- Sets ownership to the client.
Edit: Considering that first, I had a RemoteFunction in the Client script, then fired it to the server, I tried firing it back to the client, but it kept printing “remote call disconnected”. This was in a module btw.
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