Let two players who hit each other in the same moment both die, and decide who gets credit
Two players land a killing blow within the same fraction of a second. If the server handles one first, the other dies silently with no trade and one side feels cheated. This entry shows how to process a whole moment at once and how to break ties.
Why this works
Two players who both pressed in time should both be rewarded for it. Letting every hit of one moment land, and ordering only the credit by when each hit really happened, stops the better connection from winning every close duel.
When not to use it
Skip it when the design says the first hit wins, as in a duel game where a trade would feel like a draw and you want a clear winner. Also think twice in one-life rounds, where two deaths at once leave nobody to win.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 23 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 "Let two players who hit each other in the same moment both die, and decide who gets credit" (read_entry simultaneous-kills-same-tick-trade) 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