![]() ![]() If not player.Character or not player.Character:FindFirstChild("Humanoid") then Server: local Remotes = įor _, player in pairs(game.Players:GetPlayers()) do :Connect(function(child)įor _, v in pairs(workspace:GetPartsInPart(child)) do RequestDamagePart.OnClientInvoke = function() Local RequestDamagePart = Remotes.RequestDamagePart So far to implement this logic i have this code, but i’m stuck on what to do next:Ĭlient: local Remotes = Client will report if they got hit as well (can’t be trusted fully but there has to be some level of trust in this system) Server compares position to where the client theoretically could have gone in the span of the damage part spawning (this can be delegated to an anti-teleport/speedhack script running a simulation of all characters) After lifetime expires client reports position to server Client checks debris time on the warnpart To fix this I attempted to code a solution that follows this logic: ![]()
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