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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0004458 | Zandronum | [All Projects] Suggestion | public | 2025-01-31 04:56 | 2025-01-31 04:56 | ||||||||
Reporter | StrikerMan780 | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | major | Reproducibility | N/A | ||||||||
Status | new | Resolution | open | ||||||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||||||
Product Version | 3.1 | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0004458: Changes to enemy health should be synchronized (currently isn't) | ||||||||||||
Description | It seems the health of enemies isn't synchronized when they take damage, meaning to the client, they're always at their "Spawn Health" until death. This can make certain state jumps very janky, and makes things like clientside HP bars impossible without very, very, VERY egregious hacks involving passing around dozens of synchronized cvars, clientside script puking, and serverside tracker actors. Overall, it just really kneecaps what you can do in clientside scripting in relation to enemies. | ||||||||||||
Attached Files | |||||||||||||
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Supporters: | Fused |
Opponents: | No one explicitly opposes this issue yet. |
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Date Modified | Username | Field | Change |
2025-01-31 04:56 | StrikerMan780 | New Issue |
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