[ARCHIVED] SecureCast, server-authoritative projectiles with lag compensation, multi-threading and more!

Correct, but SecureCast.Cast takes in a player argument, setting it to nil throws a bunch of errors.

I managed to find a temporary fix, not sure about it in the long-term though.

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I completely forgot about that. Would you be down to help me maintain it and we can add support for that? (Or someone else)

I already made a fork but I believe I don’t have time to maintain it by myself.

Is it theoretically possible to Cast() without a client? (by rewriting a little bit of code) or is the whole thing structured around the players?