tunepunk Remember that anything that is client-side can be modified, so even if you do that ( comparing amount of arrows to a max value ) , the max value can still be hacked. So there is no point in that if the hackers will set their own max allowed arrows value.
Yes that's why I'm trying to move over many the variables to be stored in photon cloud. The max arrows value is not what your client say it is. It's what photon cloud says it is. I'm trying not to store any values locally.
Photon has pretty nice features to store variables per actor or per room. If you fire one arrow you don't get minus one to your local arrowcount, you get minus one to your photon actor property.
Actions like these. Set actor 0 custom property "arrowcount" to Photon.PropertyOfActorNr(0,"arrowcount") -1
So you can set your arrow count to what other players say your arrowcount is not what your client say it is
I've not messed with it too much, I just started to move over values that way instead, but it feels a bit more safe, and a bit more hard to alter.