Trigger caching is now working. Still need to adapt projectile detection to handle the missing triggers
Disarm and projectile detection now appropriately handle the triggers going in and out of existance
Added debug gaurds on some hints. Added try catch on the removing trigger script, so it does not throw an error if it is being deleted and called
Fixed the bucket bug. Made the plumes travel faster
Rocks now travel a little bit farther so they can escape the smoke. Smoke plums are now multiplayer compatible. reordered explosion events to make it appear more seemless now that the plumes are slightly delayed.
buckets should be hidden from the start
Buckets are now created on the client instead of the server as it was causing weird synchronization issues. All buckets AND particle vehicles are now created with "createVehicleLocal" so there should be no network traffic from them. This was probably this original source of the red chain...
Merge pull request #1 from Brians200/triggerCaching

Trigger caching