Spielerando

Start a bullet where it would be by now when the fire message arrives late

On a slow connection the shot leaves the gun on the shooter's screen, but the server starts it a moment later, so it trails behind and misses things it should hit. This entry shows how to catch the bullet up, how far to allow it, and what to do about walls it skipped.

Why this works

A bullet fired by the player has been flying since before the server heard of it. Starting it ahead by the time already gone makes fast shots look as fast as they did on the shooter's screen, with a limit so an old message cannot reach far.

When not to use it

Skip it for slow, floating projectiles, where lag hardly matters, or when the shooter should pay for a bad connection: start at the muzzle and accept the delay. Instant shots need the target looked up in the past, not a bullet moved ahead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 24 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 "Start a bullet where it would be by now when the fire message arrives late" (read_entry projectile-catch-up-for-late-fire-message) 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