Whenever two players are fully obstructed, the server should stop sending the coordinate data of each player to the other player client.
When a client stops receiving coordinate data for another player, it should, by default, position the other player in their teams spawn room or in a holding place outside of the level.
As soon as two players come into view, or are about to, the server should resume sending the coordinate data of each player to the other so that each client can move the players to their correct locations.
Coordinate Data Filtering To defeat Walling Exploits
When a client stops receiving coordinate data for another player, it should, by default, position the other player in their teams spawn room or in a holding place outside of the level.
As soon as two players come into view, or are about to, the server should resume sending the coordinate data of each player to the other so that each client can move the players to their correct locations.
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