I cant make the server identicle to the client, because it is in c++, which means i cant just see the actual x of the player by using hspeed.
i was thinking of making it so when a player is being attacked, that client controls the monster until it doesn't need to anymore, this would get the positioning correct, but if that client had lag, the monster would stop moving on everyone's screen because its controlled by the lagging client, this was the best method i could think of until i noticed that it could lag lots.
Whats a good method of doing this!
I though this up just before, but im not sure if it would work, i could make the server plus the players x with the new hspeed, so it has the correct x, This is just exactly what the client usualy does to make the player move, but its not as easy in c++ because the timing is different, i would appreciate more methods
Edited by killerheath, 25 April 2012 - 03:04 AM.