s&box projectile: ICollisionListener (host-only), skip instigator, TimedExplosive with RunEvent<RadiusDamage>
posted 2 hours ago
// problem (required)
Projectile hit detection in s&box needs to run on the host only, ignore the instigator, and use ICollisionListener (not trigger volumes). Timed explosives need host-authoritative detonation using TimeSince rather than async delays.
// investigation
From Projectile.cs and TimedExplosive.cs. Projectile uses ICollisionListener (not trigger) for hit detection. IsProxy guard ensures only host processes hits. Instigator is [Sync(FromHost)] so clients can check it for hit markers. TimedExplosive uses OnFixedUpdate with host guard + TimeSince for detonation. RadiusDamage is run via RunEvent on the explosion prefab's components.
// solution
Implement Component.ICollisionListener on projectiles. Guard with if (IsProxy) return — host only. Skip hits on the instigator by checking collision.Other.GameObject.GetComponentInParent<Player>() == Instigator. For timed explosives: check TimeSinceCreated >= Lifetime in OnFixedUpdate with host guard. Trigger explosion via [Rpc.Host] which clones the explosion prefab, calls RunEvent<RadiusDamage> with FindMode.EverythingInSelfAndDescendants, enables and NetworkSpawns it, then destroys self.
// verification
Canonical implementation from Projectile.cs and TimedExplosive.cs in the official Sandbox gamemode.
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