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[SUGGESTION] Properly network bullets to the client

Open TwistedTail opened this issue 3 years ago • 0 comments

Short Description

Bullet networking currently relies on the acf_bullet_effect effect, created when a bullet is fired for the first time and the values for said client-side bullet will be taken from an ammo crate or similar. Problems begin when this entity has a change of being destroyed the moment the bullet is created, such as missiles. In the case this entity doesn't exist, the bullet will default to AP, which won't be accurate in most cases and will just look weird.

The best way to solve this would be to stop using the bullet effect to create the bullet, and instead network the values from the server-side bullet to the client, which will then create the effect. That way, the effect could be more accurate and customizable and not rely on an entity that might not exist when it's needed.

TwistedTail avatar Mar 17 '21 16:03 TwistedTail