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Exhausting a remote event?

Asked by 5 years ago

So recently I discovered an issue where Remote Events that are passing too much information has an "Invocation Queue" that is exhausted. I've been digging around and I assume that this error is due to too much data being passed through 1 remote event (50kbs/sec is the limitation believe).

So with this assumption (please correct me if im wrong), how would I go about making FE guns? What if a player fires a gun and passes on the data to the server for there mouse position for a ray to be created blah blah if hits player then do damage blah blah. But what if a gun has a high fire rate? Let's say a gun has a fire rate of 7 rounds a second. That means the position of Mouse.Hit is being passed 7 times a second, would this exceed the 50kbs/sec limit?

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Probably not. Passing a Vector3 7 times a second is probably not going to exceed that limit unless all 50 Players (if that's how many you have) were all firing the guns simultaneously non-stop. NotInventedHere 158 — 5y
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your shooting the gun wrong TheluaBanana 946 — 5y
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plus it still works that way TheluaBanana 946 — 5y

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