I thought about trying this, too —
But I have a problem with syncinc. I set it up the same for some objects but only half of them appear on the peers.
e.g. Ships (players) are synced fine, same applies to the laser shots/bullets the server creates but the on collision spawned explosion (has the same sync object action like the other objects) never appears on the peers.
Is there a way to check whats wrong with the synced objects or see if they are really synced?
Here is an example:
FXExplosion is never showing up on peers, only on the host. But why?
The only difference I can think of is the FadeIn behavior set to disabled by default, set to fade out over 1 sec when activated. And its activated after Animation:Default is finished to remove the object. But that should not break syncinc?
(laser is a bullet created every 0.5sec when holding down mouse1 and synced to everyone. Maybe this is too much to sync and bullets appear "laggy" sometimes even if I have only 30-60ms pings. I thought about creating them on the peer AND host but just check the hosts version for collisions but dont know if this would work.)
As far as I can see from the ghostshooter example the lag compensation works for instant hit bullets/lasers - but does this work for bullets which fly a while before hitting anything? I dont know if it works or how to set it up. :/