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Jump / Attack packet teleporting


Mugaru

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Hi guys,

Its been a long time since i posted here, bit busy in real life.

Anyway, i've got a little issue.

When i jump with an archer and use scatter, its teleporting my character from another players perspective.

It looks like its cutting the animation for the other player, however, the client of the character itself is completing the jump animation and after that its sending the scatter animation.

This issue is also on taoists with the range skills.

Hope someone could guide me in the right direction, i'm working on a 5517 version based on a base source.. which i changed from 5017 to 5517 by updating the packets etc.

Kind regards,

Mugaru

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Hi guys,

Its been a long time since i posted here, bit busy in real life.

Anyway, i've got a little issue.

When i jump with an archer and use scatter, its teleporting my character from another players perspective.

It looks like its cutting the animation for the other player, however, the client of the character itself is completing the jump animation and after that its sending the scatter animation.

This issue is also on taoists with the range skills.

Hope someone could guide me in the right direction, i'm working on a 5517 version based on a base source.. which i changed from 5017 to 5517 by updating the packets etc.

Kind regards,

Mugaru

This sounds similar to what happens when you jump and FB, you appear at the destination location on everyone else's clients. Is the problem that it is happening too quickly for scatter because you can scatter faster than you can FB? Could a delay on scatter resolve the jumpiness?

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Generally, it's not a good idea to add delays on any processing threads. That's how a denial of service tool gets made (something I was deeply considering for all modified Trinity sources back in the day). I can't say I've ever seen this happen before, though. Does it happen every time, or just randomly? It might be worth logging the observer's packets to see if packets are arriving out of order, some mystery packet is resetting location, or anything weird like that.
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I already found it..

i changed the monster thread execution time, to make them walk faster, but i also made a function in the same thread which handles the dead and respawn of the monsters.

Because of the speed, the execution of the dead / attack of the player was faster then the actual movement packets, so my movement packets were always send later then the attack packets which made it look like a teleport sometimes..

My fix for now is to split it up and make the movement of monsters seperate of the other to handle things of the mobs.

Thanks for the headsup :-)

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