seems to me that the first one to register the collision will always get acted on.
how about using EntityCollided and then changing the position of the bullet that didnt so it hits just after instead? If it doesnt matter if the target has alrdy been hit, just do something instead with the projectiles
how about using EntityCollided and then changing the position of the bullet that didnt so it hits just after instead? If it doesnt matter if the target has alrdy been hit, just do something instead with the projectiles