JadeKnightblazer Posted January 6, 2024 Share Posted January 6, 2024 (edited) So I have created Input code by sending SendModRPCToServer(MOD_RPC["daring_dash"]["stopdaringdash"]) Which works great however there is a slight delay between server and client, which if the user Envokes an Action in that fraction of time, their character is stuck... no movements nor do any actions. Relogging fixes it. The Actions do have a Client version for the Action_Pre stages. Now this error only happens with Lag Compensation Option turned on, It being off the Input code works flawless... Is there a way to bypass wanted Actions from Lag Compensation while still being enabled? Which is what I ideally would like, else wise... A way to force a MOD to disable Lag Compensation when loaded. So a User doesn't have to do it themselves. TY for your time Edited January 6, 2024 by JadeKnightblazer Link to comment https://forums.kleientertainment.com/forums/topic/153728-lag-compensation-enableddisabled-question-with-coding/ Share on other sites More sharing options...
Wonderlarr Posted January 14, 2024 Share Posted January 14, 2024 In SGWilson.lua, you can find inst.components.playercontroller:RemotePausePrediction() along with the state tags "nopredict" and "pausepredict". I'm not entirely sure how these work, but I bet this has to do with temporarily pausing lag compensation for a client action. Link to comment https://forums.kleientertainment.com/forums/topic/153728-lag-compensation-enableddisabled-question-with-coding/#findComment-1694119 Share on other sites More sharing options...
JadeKnightblazer Posted January 18, 2024 Author Share Posted January 18, 2024 TY very much! Link to comment https://forums.kleientertainment.com/forums/topic/153728-lag-compensation-enableddisabled-question-with-coding/#findComment-1694796 Share on other sites More sharing options...
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