![]() ![]() You might want to use simpler methods of calculating drag and lift. I’m always looking to improving my methods. This hit should ideally be valid, because the difference between what the client says and what's really happening on the server are within acceptable bounds. If ClientMinDistance <= MAX_PART_DISTANCE_THRESHOLD and CrossPartDistance < LAG_THRESHOLD then Local CrossPartDistance = (ServerHitPartPos - ClientHitPartPos).Magnitude Local ClientMinDistance = (ClientHitPartPos.Position - ClientHitPoint).Magnitude Local ServerHitPartPos = ClientHitPart.Position -This will be the part's position to the server, of course. For instance, if I shoot the side of someone's torso, that distance would be 1 stud from the center to the side if they hit it perfectly half way upįunction OnClientClaimedToHitPart(ClientHitPart, ClientHitPoint, ClientHitPartPos) Local MAX_PART_DISTANCE_THRESHOLD = 2.5 -This determines the maximum distance from the center of a bodypart that got hit to the hit location. You mind telling me what kind of validation you do? This is my personal method which I got from local LAG_THRESHOLD = 4 -This is the added distance threshold to accomodate for lag. ![]()
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