Yes, I think it is possible.
But "lag in game is usual on online games".
Let's talk on how to do.
You have to assign a cog to the certain projectile, and to do so you must edit the template of the projectile which will also lead you to do the enabling custom projectiles in multiplayer method, which can be found on a site in my sig.
In the touched message of the new cog that goes with the projectile, you might want to do the following method.
And in the trigger message of the client's kyle.cog or any cog.
(Change the uniqueID as some whole number)
This is just a method from top of my head at 2AM, so better methods may exist.
The thing is that since the damaged message will not be able to be retrieved since it happens on the client side, you cannot get the exact damage the client inflicts, so you must send a raw damage data to the client ignoring the damage decaying by distance etc.
And I may be wrong on the getsendertype flag.
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http://millennium.massassi.net/ - Millennium
[This message has been edited by Hideki (edited July 14, 2001).]