I have the mover working fine for offline play. It's basically a square wall that can be rotated and positioned wherever and whenever needed(Pretty much static otherwise) As always, replication has got me. If I leave the mover as ROLE_SimulatedProxy, whenever a player approaches a mover, the mover rotates to its default rotation momentarily, and then switches back, as it gets updated by the server again. ROLE_DumbProxy solves the unwanted rotation, but produces unwanted lag, for example when player dodges up a sloped wall mover. It seems to me that frequently updating a DumbProxy mover by the server will cause some sort of frequent updating of the players collision with the mover on the client side.
I really just want the client to receive the mover, accept it as final for a long time(will be static until someone decides to move it), and so the server avoids replicating it many times, and both parties are happy with their smooth lag free static movers.
I've tried so much, now I'm just blindly searching in the dark.
Any help appreciated.
