A hit knocks me back later than it should and I end up somewhere else
News of a push reaches you after you have already walked on, and applying it now gives a different ending place than the host has. Pushes have to happen at the moment they were meant to, then the moves since replayed. Here is how to do that, and how to make sure a push is never counted twice.
Why this works
A path is decided by what happened and in which order, not by when you heard about it. Putting each push at its own moment and replaying the walk gives everyone the same ending, and a label on each push stops double counting.
When not to use it
Do not bother when pushes are rare and tiny, or when the host alone moves the player and the screen just follows. Then replaying adds work for no gain, and showing the host's position is enough.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 29 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 "A hit knocks me back later than it should and I end up somewhere else" (read_entry online-knockback-that-arrives-late-still-lands-right) 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