Re: bloodstorm
Tunmi, there are ways of working around that particular limitation. When checking your fire packet, simply have the server loop through robots as well as players and then do your stuff from there. Alternatively, do what swamp and undead assault and swamp do, which is have your robots client side and have the server syncronise them between clients as needed. That would be the recommended option if you really want to cut down on lag.
I would recommend rewriting that system as soon as possible though, it's extremely, extremely easy to exploit.
I was thinking of trying that packet method but never considered if it was such a good idea. I will attempt it and see what happens.
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