Quote:
Originally Posted by ffcmike
I've already debugged the 2 strenuously, for one example in the form of an offline and online NPC showing a 32 x 32 pixel polygon to represent boxes, and concluded that the basic hit mechanisms are like-for-like. I've even shown this to complainers and they've either become convinced, or rejected it with some belief that player damage checks are scripted differently to showcharacter() ones.
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So do what I said, and then nobody will complain any more. Enable default movement and your movement at the same time, but instead of overwriting the player's XY coords just use a showgani and see if they ever stop overlapping one another. Have a full spar with this on to test out edge cases and the way lag behaves.