Posts: 3,673
Threads: 107
Joined: May 2012
Staff roles: Balance Dev
The whole point of Cannonballs is that they're technically missiles allowing for detonation_dist to be used. Making them guns (like Hellfires are) is rather pointless.
Anyways, I've got some cool ideas for a different effect and somewhat differing stats for Cannonballs already. When the Aux update finally gets out there people will see ( :
I believe the first iteration used a "dummy" motor that didn't accelerate whatsoever (like yours). The second iteration used a motor that accelerated for "1" to possibly trick the server, which didn't work either. I then tried to give it 0/1 muzzle velocity and use a motor with a duration of like 0.1 that accelerated for 8000 or something. That seemed to work initially, but was highly unreliable as well (worked about 50% of the time, tops).
I -think- the current implementation works somewhat reliably, but I haven't really tested them out myself.
Oh and yeah, I think I added the seeker because it wasn't reliable without one. All of the earlier iterations had a "dumb" seeker just like flaks do.
If there's some magical version out there that somehow works reliably I'd love to know, but I've tried just about everything. Unfortunately you can't test it locally or even on a small server because you'll be led to believe it does work, only to learn that it breaks on the main server (presumably due to server load / population).