so far, any explosive projectile (nades and m79 only (clusters don't count here)) explode when it hits a player...
as everyone probably knows, a server renders grenades separetly from the client - and when a grenade appears to explode on YOUR screen, it might have exploded a tiny bit earlier than the server rendered it to have exploded. This causes one main problem: the blast from your screen makes you get pushed away from the explosion but when the grenade explodes then on the actual server, you now moved away a tiny bit, enough to not get an instant kill from the grenade. My suggestion would be to implement a new server-side factor that doesn't measure how far you were from the explosion when it hit you, but WHETHER it hit YOU or not. If it hit you, then you should be rendered dead and for everybody else use the normal way of measuring damage ( -through distance).
Another important issue is to make the server tell the clients when a grenade explodes so that in case the client has it rendered to still be 'alive', it can as quickly as possible make it explode on your screen. problem (and question) that this brings up: what if the grenade was just rolling off an edge and you are below that, your computer renders the greande to still be on the edge but the server says it fell down alreayd and exploded on you and killed you. Should the server then tell the computer where the grenade exploded on him and make the client show it as exploded, OR should it just tell the client's computer to make the grenade explode wherever it is.
(sry for long explanation...hope you all understand)
as everyone probably knows, a server renders grenades separetly from the client - and when a grenade appears to explode on YOUR screen, it might have exploded a tiny bit earlier than the server rendered it to have exploded. This causes one main problem: the blast from your screen makes you get pushed away from the explosion but when the grenade explodes then on the actual server, you now moved away a tiny bit, enough to not get an instant kill from the grenade. My suggestion would be to implement a new server-side factor that doesn't measure how far you were from the explosion when it hit you, but WHETHER it hit YOU or not. If it hit you, then you should be rendered dead and for everybody else use the normal way of measuring damage ( -through distance).
Another important issue is to make the server tell the clients when a grenade explodes so that in case the client has it rendered to still be 'alive', it can as quickly as possible make it explode on your screen. problem (and question) that this brings up: what if the grenade was just rolling off an edge and you are below that, your computer renders the greande to still be on the edge but the server says it fell down alreayd and exploded on you and killed you. Should the server then tell the computer where the grenade exploded on him and make the client show it as exploded, OR should it just tell the client's computer to make the grenade explode wherever it is.
(sry for long explanation...hope you all understand)