Posts: 3,384
Threads: 104
Joined: May 2012
Staff roles: Balance Dev
The whole point of Cannonballs is that they're technically missiles allowing for detonation_dist to be used. Making them guns (like Hellfires are) is rather pointless.
Anyways, I've got some cool ideas for a different effect and somewhat differing stats for Cannonballs already. When the Aux update finally gets out there people will see ( :
I believe the first iteration used a "dummy" motor that didn't accelerate whatsoever (like yours). The second iteration used a motor that accelerated for "1" to possibly trick the server, which didn't work either. I then tried to give it 0/1 muzzle velocity and use a motor with a duration of like 0.1 that accelerated for 8000 or something. That seemed to work initially, but was highly unreliable as well (worked about 50% of the time, tops).
I -think- the current implementation works somewhat reliably, but I haven't really tested them out myself.
Oh and yeah, I think I added the seeker because it wasn't reliable without one. All of the earlier iterations had a "dumb" seeker just like flaks do.
If there's some magical version out there that somehow works reliably I'd love to know, but I've tried just about everything. Unfortunately you can't test it locally or even on a small server because you'll be led to believe it does work, only to learn that it breaks on the main server (presumably due to server load / population).
I wonder at which point did the server lag screw with the setting though. Did you try making the delay at a 0,XXX something?
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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Posts: 3,384
Threads: 104
Joined: May 2012
Staff roles: Balance Dev
I've tried all sorts of crap. I found four or five commits with tweaks to CBalls to try and make them work.
The real issue is that it requires a patch and high population to test even the smallest tweak. If we could find a way to 'break' them on a small testing server by emulating server strain or something we could maybe find a solution, but I'm done with trial-and-error on the main server.
Host the server on an underclocked single core.
My old Pentium III had an average of 70 load at 0 people.
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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