
Originally Posted by
theross
The Server sends a packet to the client "mob ID XX shoot bullet type XX"
The client renders the shooting
When client-sided hit, the client sends a packet to the server "has been hit by bullet xx (maybe even with the amount of damage)
either filtering the "client! shoot" packet, or the "I got hit" packet

So something like the spam filter but in reverse

.....you could make a script that blocks the client from sending a packet if it contains a line telling the server how much dmg you took.
I think it works like this when a mob shoots.
Client --> Server ("This is my location, pls load map and mobs around me" packet sent)
Server --> Client ("Mob is in range and shoots at you" packet sent)
Client --> Server ("I've been hit" packet sent)
Server --> Client ("This is your damage taken" packet sent)
Then client registers the damage taken and updates your HP bar and that is why there is always that little bit of lag before the auto nexus actually makes you auto nexus. because it is waiting for the damage packet from the server to be sent but by the time it registers that packet, you could of taken 2 or 3 more hits which sends another 2 or 3 more packets to the server before you get auto nexus and that is why the auto nexus RR script tells the client to stop receiving packets after it receives that 1 packet telling RR that your heal has gone below the % you set, to auto nexus at.
So, in theory, stop the packet from Client --> Server, telling the server that you have actually been hit and it wont send you a packet telling your client to take HP away from you