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Old 07-12-2009, 06:04 PM
12171217 12171217 is offline
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It only handles the projectiles in the same level, no different than what Graal does with default shoot() !

And that delay is no different than what you get with a regular shoot, if Graal was made correctly, that is. That's called latency, and most games deal with it

When using shoot():
Client requests shoot() to server -> Server accepts and -> Packets are sent to clients in same level about the shoot.

Triggerclient:
Client sends a trigger to the server -> Server accepts and -> Sends trigger to client, and in the same step, bullets are spawned.

On second thought, there might be an additional .05 delay if the bullets can't be spawned in the same step the trigger is received? But that's not hard to deal with. It's one frame for Christ's sake.
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Old 07-12-2009, 06:13 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by 12171217 View Post
And that delay is no different than what you get with a regular shoot, if Graal was made correctly, that is. That's called latency, and most games deal with it
I know what latency is. However, I don't think I've ever really experienced any noticeable delay with shoot. It's clientside, and you pretty much get a projectile instantly. But with your method I imagine a pretty large delay depending on the players connection, because they'd have to communicate to the server and then the server communicate with them again... and for myself, that communication is far from instant.
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