Quote:
Originally Posted by Hezzy002
I didn't think that projectiles offered quite what I needed to emulate Graal's exactly, but I might've been wrong about that.
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I'd say so too, there was always a lot of small problems you could only try to work around.
- onActionProjectile is too sensative for when attempting to emulate old arrows/darts.
- onActionProjectile2 is inconstant between Serverside and Clientside.
- If you have custom damage or movement systems, you can't specify conditions for projectiles to ignore certain players.
- There have been problems with the built-in isblockingprojectiles variable syncing from Serverside to Clientside in NPCs.
- It's impossible to adjust the speed of projectiles, while allowing them to collide with wall tiles.
- No way to shoot projectiles only within your client, without them syncing to other players.
In short, it's great if you're only trying to stick closely to Graal's built-in systems. Otherwise it's necessary to script your own projectile system if you want something perfectly reliable.