Spielerando

Shots that clearly hit on my screen count as misses

By the time your shot reaches the host, the target has already moved on. The fix is to look at where the target was when you pulled the trigger, but too much of this lets players with a poor connection hit people who are safely behind a wall.

Why this works

The shooter aimed at a world that was already a little old by the time it reached their screen. Judging the shot against what they truly saw is the fair test, and a limit on the look-back stops one slow connection from reaching too far into the past.

When not to use it

Wrong for slow projectiles or for games where dodging is a skill the target must be rewarded for, since the hit lands after they had already moved. Check those against the live position instead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 27 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Shots that clearly hit on my screen count as misses" (read_entry lag-compensated-hit-capped-rewind) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP