Open ChromaPIE opened 4 years ago
Or just another suggestion that could easily solve the above issue, a Bounce limit.
shots would be able to bounce up to a set number of times before they would simply drop from the air and to the ground if they haven't found a target by the time the bounce limit was reached. Because unlike the time limit idea which, as good as it was still suffers from the same problem that it's trying to solve; as the same problems could still occur if a server were to ever experience any form of lagging. While coding in an innate bounce limit would mean that even if the server suffered some form of lagging that tossed off it's tick counting, the arrows would still eventually stop without needing to shut off and turn back on the server that's experiencing the entity issues.
coding it where the arrows can bounce for a maximum of say; 12 times before finally plummeting to the ground like a normal arrow seems like it would be a perfect solution that would prevent huge server issues in the long run. (Unless there's like 50+ players all using bounce arrows at once, in which case not even the bounce limit solution could stop the lag in bound I would imagine. xD)
Arrows shot from Ricochet bows keeps bouncing around, causing too many entities existing in the world after, like, a battle with bosses. The suggestion is limit the time the arrows can bounce or set a lifespan for them.