- changed status to on hold
Artillery damage precedes explosion emitter
Issue #407
on hold
Artillery explosions have a very noticeable ~0.5 second disconnect from when damage and karma forces are applied on players and the actual emitter spawns.
This is particularly noticeable when you see a friend or foe's body go flying limbless into the air apropos of nothing only to see the explosion emitter manifest long after the damage is already done.
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A little digging seems to indicate that there is a de-synchronization issue between the client and the server, so the client will occasionally spawn the effects before or after the actual damage is done on the server. The whole system is fucked up, why are these projectiles to begin with? They should simply do a trace straight down and trigger all the effects (sounds, explosions, damage etc.) on it's own terms without trying to piggyback on the Projectile system.
Putting this on hold