Quote:
Originally Posted by Tyhm
...having no idea what you just said, I'm going to assume you're right about this. Bitflag...different from boolean...reduces traffic...to less than one bit...
You put a lot of faith in the player honestly telling the server when a baddy's collided with them, but I suppose one must these days. Any playertouchsme solution would require much the same thing.
I still say playertouchsme should be manually fired when the player's forced to move by room-based (or goofy-boots-based) script...won't help with the baddies catching the player, but it'd be a start.
Hmm, the player's running a timeout loop, the server's running an occasional "Oh yeah and all the frogs on the server jump" every seven seconds or so...I'd think the client knows where even the serverside Frogs are so it can animate them, thus the client would be fully capable of saying "Yeah, I'm on top of a frog right now - what? They're attacking? Damn, sucks to be me."
But perhaps I oversimplify. It's been a long day.
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Serverside damage is like putting a swear filter on.
Instead of having a swear filter, we could just record words that *could* be deemed offensive.
Instead of having serverside damage, we could detect inconsistencies in damage responses.