ive made an arrow-like curved knock system that works on the client using bodyvelocity
the problem is, i cant figure out the best way to do reconcilation/sanity check in case the client lagged or was exploited, to do corrections
i tried using some physic equations to predict trajectory of the knock, it works well. But when the sign of bodyvel's velocity goes from positive to negative, the bv's actual force on the character is slowed and bugged, making the physic equation unusable because of how unstable bodymovers are(this is the same to the new movers like linear velocity)
so now begs the question, in case the character's position heavily strays off the intended path due to one reason or another, how do i ensure the corrections? Is it almost imposible to do correction mid-knock and i am only able to do that on start/end points of a knockback?
If neccesary, i can further explain my aproach to this curved knockback system
any helps would be very appreciated, this is frustrating me so much godang