#[Solved] High-speed projectiles cause screen synchronization issues
17 messages · Page 1 of 1 (latest)
my guess is that theres probably some arbitrary offset or smth wrong in ur trig logic
if u send the code we can get a better idea why ur getting the arrow visual issues
I just increased the speed multiplier for the vanilla bow firing process... Also, there was no rendering lag on the arrow body prior to 1.21.3.
and what class is that?
sorry
If you're talking about a class that has the ShootAll method, then it's "RangedWeaponItem".
It's vanilla code, should I attach it here?
yea sure
would help me out
hmmm thats weird
i just did something similar to you and the arrow is being rendered in the correct position
What MC version did you try and how fast did you make the arrows go?
I see... I'll try various things here too. Thank you for taking the time to check!
By the way, this misalignment doesn't occur when you shoot when the Y axis is 0 or 90. Maybe it's misaligned when you shoot at an angle?
velocity is muliplied by 8000 and truncated when sending to clients. it is also truncated at -3.9 to 3.9. any velocity outside of this is clamped before sending to client
basically, this means the limit is roughly 4 in any individual direction before you see errors. a workaround is to send a custom packet to set the velocity as a float or double
I'm still not very familiar with packets, so for now I'll just slow down the arrows as much as possible (it's not like I need a super fast projectile like hitscan...) Thanks!