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Old 12-23-2005, 12:05 PM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Polo
You also have the major problem that to hit a moving target, you'd need a 0.05 second timeout, which is somthing we should be avoiding on serverside.
According to the newfeatures.txt I read, the shoot function triggers the clients and then the movement on each of the clients is the movement is controlled individually by the clients. In essence, the only difference between I clientside arrow and a serverside arrow is that everyone will see the arrow in the proper starting location. If there is a clientside object in front of the player, the arrow will stop at the object rather than hitting the player. If another player was on the same position as the other without seeing that same clientside object, that player would be hit by the arrow.

So in all senses, it's pointless to say that the only way to shoot arrows securely is to use the shoot command serverside. We could always make a new shoot command that does the same thing, but recognizes only objects instead of walls, like the clientside shoot(@arrowtype) commands do. The only thing we wouldn't be able to. So, when you trigger the client, all you'd need to do is send x,y,dx/.05,dy/.05,owner,image... whatever you'd need it to send.

So Storm, how about redoing the projectile system?

Add: In any sense, for stuff with irregular movement, we could make different movement parameter types that would call a class that defines the path for the type of movement

As for the structures I thought of that would put damage leaps and bounds beyond where it is now, try to remind me the next time you have time.

Euhh.. also remind me to ask you about level links in quests.

Last edited by jake13jake; 12-23-2005 at 12:26 PM..
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