extends Tower class_name ProjectileTower @export var projectile_scene : PackedScene var force := 20.0 var projectile_id := 0 func shoot(): if is_multiplayer_authority(): networked_spawn_projectile.rpc(multiplayer.get_unique_id()) @rpc("reliable") func networked_shoot(): super.networked_shoot() shoot() @rpc("reliable", "call_local") func networked_spawn_projectile(peer_id): var projectile = projectile_scene.instantiate() as Projectile projectile.position = global_position + Vector3.UP projectile.damage = damage projectile.direction = -yaw_model.global_transform.basis.z projectile.force = force projectile.name = base_name + str(peer_id) + str(projectile_id) get_tree().root.add_child(projectile) projectile_id += 1