CaptainPoopface wrote: |
Another workaround for disappearing the source player's regular bomb is to give him L1 bombs and make those invisible with 0 damage, or very short alive time. However, if you are "animating" a fake bomb using a series of velocitized bombs with short alive time, will they still have accurate collision as if they were a single bomb? It seems like you would have to dovetail the events carefully to avoid time gaps (possibly creating moments of double damage), and an object traveling faster than a ship and sending a lot of data sounds like a recipe for lag discrepancies. Is that right? |