Hit what the shooter saw on screen, even with a slow connection
A player aims right at an enemy, clicks, and the game says miss because the enemy had already moved on the server. This entry shows how to judge the shot against the world the shooter really saw, and where to stop so fast connections are not punished.
Why this works
The shooter aims at a picture that is already old when it reaches the server. Judging the shot against where the target stood at that moment gives the shooter what they fairly saw, with a limit so a slow connection cannot reach far back into the past.
When not to use it
Skip it in slow games where shots take a while to land, or in modes where dying behind cover would feel worst, such as a tense game of hide and seek. Let the target's current place decide there, and teach slow players to aim ahead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 34 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Hit what the shooter saw on screen, even with a slow connection" (read_entry lag-compensated-shot-rewind-target) 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