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Posted

I'm working on a minigame map for CS, one of those minigames is a shooting gallery where targets fly by in increasing number and speed. I made the targets brush entities that kill !self when damaged by a bullet, and when they open all the way they (so if you miss one and it moves its complete distance) it triggers a player kill (in this case, the floor breaks and you fall to your death.) There's 20 lanes and each lane has 5 vertical rows of targets that move upward, the targets are each set to trigger the floor of each individual cell they are in front of. The targets have individual names but use entity spawners that all have the same names depending on the vertical row, so a randomizer says "spawner_3" "force spawn" and a target in the middle of all the rows will appear, or "spawner_5" would be the right-side target, and so on.

It works great, but there's an issue. The server host has no issue at all, but any clients, even ones with extremely low ping on the same LAN, have a very hit-or-miss interaction with the targets (literally). They just seem to move too fast, but making them way slower doesn't help too much and it isn't nearly as fun. They're really not that fast, but I guess a few milliseconds makes a huge difference.

I was just wondering if anyone could think of a way I could fix this? Like, is there anyway to offload the hit-or-did-not-hit onto the client-side? The melon game from Crashz Crosshair Generator works alot better online from what I remember but I could be mistaken.

 

Any help is greatly appreciated ?

Posted

I don’t think stuff like this tends to work well in Source. You can have all your scripting together but physics moving stuff is just not really super functional in CSGO. It’s more of an engine limitation because the game basically doesn’t do anything fancy 

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