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Originally Posted by Tyhm
I don't see the connection.
And he has a point (I think I touched on this) - it ain't perfect. But that's lag. If an arrow goes through one guy to three others once in a while, euh. I'm more concerned with how we have to trust the player to be honest about getting hit.
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From the 2002 newfeatures.txt file:
"Projectiles are easy to use and don't take a lot of bandwidth because only the shooting of the projectile needs to be sent, the movement is calculated on the different computers."
In all cases, you can't trust movement scripts. You can, however, determine whether the packets being sent back to the server by a player make any sense. Let's say on one client, the projectile hits a fellow player. That client can then tell the server that the player was hit, as well as a bunch of other clients. If the majority clients say the player was hit, but the player never gets hit, you can just echo it to RC, "player not hit by arrow." Then again, there's the possibility that the player had a clientside object blocking the arrow from hitting him/her. In any case, there's no way of making it perfect, but you can perform checks for anything that might be out of place.
Yea, and Tyhm, doing arrows in the way you described would not leave room for a clientside object blocking the player from the arrow.