Seems a little bit of a roundabout way to do it.I do the exact same thing. Use Server Timer and thousands of other assets to build an immersive game or experience. With server to client delay, ticking noises can become obviously out of sync. site design / logo © 2020 Stack Exchange Inc; user contributions licensed under
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Roblox Server Timer (not local) ultimate55 Feb 4th, 2013 491 Never Not a member of Pastebin yet?
Select from a wide range of models, decals, meshes, plugins, or audio that help bring your imagination into reality. To learn about how we use cookies and how you can It’s not mission-critical to make the timer end exactly at 0 for all clients before continuing, moreover by doing this, you make faster clients stuck on 0 longer than necessary, and everyone has to wait for the slowest client / for the exploiter that intercepts the sending event and has everyone wait for a certain timeout.These are good points; thanks for the help and feedback.To add to this (in case no one said it), you should probably also allow the client to query for the time remaining too, so that they can sync up when they enter the game after the timer has started. Here you see what is going on. But if you need a timer to be running, you probably wanna update it on RenderStepped anyway, or at least with a wait(x) where x is the time to go until the next second ticks by.I believe most people tend to focus on sending as little signals between the server and the clients as they would not want to deplete too many memory too fast.
It could also be confusing for some players to have to wait for the countdown UI to go away 3+ seconds after it was finished, yet it could be just as confusing if not more for it to go away before it was done.This is an interesting method, but I feel that there should be some margin for slower clients so timers aren’t stoped shorthand more times than necessary.Slower clients would also get the completed message later than faster clients, so this is not really an issue you should have to account for. This is the code i have: game.Players.PlayerAdded:connect(function(player) local Stats = … Featured on Meta
Imagine, create, and play together with millions of players across an infinite variety of immersive, user-generated 3D worlds. The Roblox installer should download shortly. Clients may end at 1 or be stuck a little longer on 0 than necessary, but I don’t see this being a huge deal.PS: you wouldn’t do wait(1) loops between the seconds, if that part wasn’t obvious. Because the ROBLOX servers can use different timezones, you would simply want to use a server where you know what timezone it uses. To get data from an external server you need to use the HttpService.. A reliable option to get the same time on every server is to call os.time().Thanks for contributing an answer to Stack Overflow! You would also want to account for server to client delay by sending a timestamp from the server and subtracting it from the current time on the client.Btw I would like to thank everyone who contributed to this thread, have a nice day.Would the following code be considered to inefficient, or would it be considered necessary to get an accurate wait time?Something like that works, yes. Use Server Timer and thousands of other assets to build an immersive game or experience. if you do it on the server it will return the time on the machine the server is running on. )Because the ROBLOX servers can use different timezones, you would simply want to use a server where you know what timezone it uses.To get data from an external server you need to use the If you have your own server, you can use that to get the current time, and if not you can look for a server that can give you the current time.Here is an example on how you can get the current time:This will make the "CurrentTime" variable contain the current microseconds since Unix Epoch.Warning: tick() returns local time, and time zones between servers may vary.
So it could be fairly inconsistent. your coworkers to find and share information. I know that the server’s timezone can be different from the client’s timezone which would affect the tick()'s. For further information, including information on how to withdraw consent and how to manage the use of cookies on Roblox, please refer to our
It's better to ask in the Roblox forums.
With server to client delay, ticking noises can become obviously out of sync.I am interested in knowing how other developers handle timers for all players in a server.I have the Server Handle a timer which is stored as in a string value in the Workspace.Then, on the client whenever that string changes, i change a Textlabels Text to show the string valueI am using a remote event to fire all clients, but like you said, slow connections can get out of sync.
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