Spielerando

Let a shot hit where the target was on the shooter's screen

In an online shooter the player aims at a target that has already moved on the server, so clean shots miss. This entry shows how to look back in time to the moment the shooter saw, and how far back you should allow, so nobody can cheat with a bad connection.

Why this works

In an online game, what a player sees is always a little in the past. Fairness means judging a shot by what the shooter saw when pulling the trigger. Looking back in time for that moment, but only a limited way, keeps clean aim honest without rewarding a slow connection.

When not to use it

Skip it in games played alone or on one screen, and in games where shots are slow projectiles that can be dodged: there the shooter should lead the target. Also skip it if being hit behind cover would feel worse than missing.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 46 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Let a shot hit where the target was on the shooter's screen" (read_entry rewind-target-for-hitscan-shots) 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