Changes between Version 1 and Version 2 of Ticket #1681, comment 1
- Timestamp:
- Sep 29, 2012, 3:06:43 AM (12 years ago)
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Ticket #1681, comment 1
v1 v2 1 I'm thinking this is also bethe cause of OOS errors during rejoin (to reproduce, start a multiplayer game with no AIs but have some ranged unit attacks going on while the client disconnects and rejoins). Either the projectile code needs to be redesigned or the `projectileID` needs to be a non-synced variable somehow.1 I'm thinking this is also the cause of OOS errors during rejoin (to reproduce, start a multiplayer game with no AIs but have some ranged unit attacks going on while the client disconnects and rejoins). Either the projectile code needs to be redesigned or the `projectileID` needs to be a non-synced variable somehow.