Shooting a fireball

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omgKEtCHUP
edited May 2013 in Photon Server
I'm just starting to look into Photon. I got the Viking demo working with Photon Cloud very easily, and I'm impressed. However, I'm curious about how I would go about shooting a fireball. The examples generally use raycasts for collision, as bullets shoot fast enough that "instant" is good enough. What if I wanted a dodge-able projectile?

Would I Instantiate a new network object for everyone to see? Or would I issue an RPC, causing the "local" representation of that player to shoot a fireball from a certain position in a certain direction? How would I handle the collision for that fireball as it travels? Will this cause the fireball to hit a player on one client, but miss the same player on another client, depending on latency? Does the "master" client decide whether it hits? How do I figure out which client is the Master client, and how do I get the other clients to ignore that logic? This might just be basic networking logic, but I have no idea how to solve these problems.

Sorry for all the noobish questions, I hope someone can help.

Thanks in advance.