emote syncing #27
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this is part of something bigger im doing (reworking emotes entirely, including Multi-Person Emotes on dev ideas forum)
i can help if you want, this actually seems pretty fun to figure out
"seems pretty fun to figure out"
...
Monday!!!
-implemented a temporary serverside emote sync that doesnt break animations
-old script is currently not enabled, once finished itll be a general animation handler
-reworking animations to be fully client sided
-cleaned up the currently inactive emotes script, working on basic logic for client-sided animator generation
-also added a warning for when i set the lobby delay to a high number
Benefits of a client-sided animator:
· consistent emote-syncing
· exploiter prevention of unwanted animations
· allowing music to always sync well to the emote
· multi-person emote implementation
· perhaps in the future it could also
· · fix lagging-behind animations
· · contribute to like multi person attacks or something? Just an idea...
TODO:
Testing
Make server script into a module
Also, currently the animation syncing is global. I dont think its an issue, infact i think maybe its better that way, but if somebody wishes i could make it proximity based
Catch up:
-Emote syncing is now server-based
· Additional measures for sync should be considered (have atleast 3 attempts at syncing)
! Due to whats stated above, sometimes the animations can be a frame behind on some clients. No easy way to fix this