Comments (1)
These suggestions sound good! It's a more complex solution that I would want to test before adding to the documentation, possibly with code snippets. But, I just don't have the time to do that.
There's lots of ways to handle random numbers and it depends on the requirements of the individual game. My intent with that section is to get people thinking about using the activation and scoped prediction keys beyond just predicted effects. Beginners will have something that will be "okay enough". I expect more experienced developers to devise a system that works best for them - their code architectural style and game requirements.
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Related Issues (20)
- [Question] GE Cooldowns causing drops in RoF conditions HOT 4
- Stamina on client drains atlest and 2x speed.
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- Suggestion to add Gameplay Event/GameplayEvent section, more information about them and example uses
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- Fix the About section HOT 4
- TMaps Replication HOT 1
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- Applying Gameplay Tags in Execution Calculation Class HOT 1
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