Quote:
Originally Posted by Hezzy002
You can entirely fix "eating bullets" and completely synchronize the bullets by adding a time value to the bullet creation packet, and moving the projectile ahead based on what point in time it was created, then from there moving it using delta timing instead of a fixed value per frame.
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Or have bullets function on the server side, which is essentially what you're saying but without doing any major scripting changes. But that's been done a couple of times before and the idea seems sound in principle, but the implementation of it has never lasted very long. The problem is the server location geometrically. No amount of scripting genius can account for every single person's lag and smooth it out to make it look seemless to everybody connected.