Network Overload

Here’s a flow logic outline for hitscan.

You’ll be better served if you pass the servers “hit location” to the Multicast Shot Fired event, then on to the simulated proxy fire logic. You can then do your sim trace from muzzle to auth hit location. Properly place hit decals/fx etc on clients.

For greater client → server shot accuracy you should pass the clients trace start and end vectors to the server (Server Proxy Fire). The server can then scrutinize the aim vector and compare against its own start/end. If the margin of error is extremely low and angle is legit you can use the clients vectors. Otherwise the servers.

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