![]() ![]() ![]() This moving backwards must account for both connection latency and the interpolation amount 8 the client was using that frame. From that update (and the one following it based on the exact target time being used), for each player in the update, move the other players backwards in time to exactly where they were when the current player’s user command was created.Searches the server history (for the current player) for the world update that was sent to the player and received by the player just before the player would have issued the movement command.Computes a fairly accurate latency for the player.Before executing a player’s current user command, the server:.Here’s how they do good hit detection for hitscan weapons: It isn’t as simple as just doing raycasts on the server, which is what people in this thread are suggesting. ![]() I supposed I should have emphasized it more when I said it takes a lot of work. I think you’re underestimating just how infeasible it is to implement the system that I linked in Roblox (if read it at all, you’d understand exactly how hard it would be to implement it in Roblox). What you’re suggesting here is that “Because it’s too much work we shouldn’t do it” The solution here is to check that the player isn’t clipping through walls too often. For no-clipping, if your method is to raycast between the player’s previous position and current position at a regular interval to detect instances of the player walking through walls, then instances of the player turning a corner too quickly (or a well-timed lag spike) will trigger this.(This gets a bit complicated if your game has mechanics that enables players to actually fly, such as jetpacks or wings.) In the case of flying, you don’t punish the player the first time they stay in midair for x seconds since they could have been flung (roblox physics, amirite) or they could have been jumping from the top of the building.Then make sure they’re not shooting through walls too oftenĬhecking that a player isn’t executing suspicious behavior too often isn’t any different in principle to what anti-exploit systems do to detect players that are flying or clipping through walls. What if the user moved out of the “sight” as soon as they were shot? It would be exactly the same. ![]()
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