I made this teleport script that teleports a player forward and leaves a part behind that is being tween animated
Whenever I would use it it would lag the whole game, I saw some solutions which are to make the tween client sided but How would everyone in the server see the tween? Is there a way to fix this without making the tween clientsided if not how do I make it so everyone else can see it?
clientsided Input script
local Plr = game.Players.LocalPlayer local Char = Plr.Character local Hum = Char:WaitForChild("Humanoid") local HumRoot = Char.HumanoidRootPart local remoteloc = game.ReplicatedStorage.InstantTransmision local remote = game.ReplicatedStorage.InstantTransmision.Transmission local R = remoteloc.FirstStage local DB = false local UIS = game:GetService("UserInputService") UIS.InputBegan:Connect(function(input, IsTyping) if DB == true then return end if IsTyping then return elseif input.KeyCode == Enum.KeyCode.LeftControl then HumRoot.CFrame = HumRoot.CFrame + HumRoot.CFrame.LookVector*10 remote:FireServer() end end)
Serversided script
local remote = game.ReplicatedStorage.InstantTransmision.Transmission remote.OnServerEvent:Connect(function(plr) local Char = plr.Character local Hum = Char:WaitForChild("Humanoid") local HumRoot = Char.HumanoidRootPart local partloc = game.ServerStorage.Classes.UnArmed.Transmission local Tp = partloc:Clone() Tp.Parent = workspace local TS = game:GetService("TweenService") local Info = TweenInfo.new( 0.3, Enum.EasingStyle.Elastic, Enum.EasingDirection.Out, 0, true, 0 ) local goals = { Size = Tp.circ1.Size*1.5, } local goals2 = { Size = Tp.circ2.Size*1.5, } local goals3 = { Size = Tp.Union.Size*1.5, } local Tween = TS:Create(Tp.circ1, Info, goals) local Tween2 = TS:Create(Tp.circ2, Info, goals2) local Tween3 = TS:Create(Tp.Union, Info, goals3) Tween:Play() Tween2:Play() Tween3:Play() Tp.TransSound:Play() Tp.CFrame = HumRoot.CFrame + Vector3.new(0,3,0) game.Debris:AddItem(Tp, 1) end)
I don't know why it would be leggy server side but if it works client side then just do it on every client using a remote event to trigger them or something. But this is dangerous, the server wouldn't know and that's generally a bad thing. I highly recommend not doing this and instead seeing if you could make it not or less laggy server side. Possibly this can be done by compacting your code.
Hope this helps :3