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Critical error when teleport


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On 8/16/2019 at 10:37 AM, GLO said:

this is presumably caused from custom npcs and badly cleared cache - assuming you did not make the script its a bit troublesome to fix without having access to source of it

Could you help me to fix this shit mr. GLO?

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simulated event ClearL2Game()
{
    if(emt != None)
    {
        emt.Kill();
        emt=None;
    }
}

simulated function Destroyed() 
{
    Super.Destroyed();    
    ClearL2Game();
}

simulated event LostChild( Actor Other )
{
    if(emt== Other)
        emt=None;
}

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On 8/15/2019 at 3:19 PM, Blood Tears ♡ said:

 

use a clean client, increase the virtual memory on computer's settings and let the l2.exe run with more rams by checking allow app handle 2gb+ ram using explorer suite. if u are the server owner; take a look to knownlist/teleport task which updates knownlist wrong. if u have no idea on java, delete unnecessary npcs on giran.

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18 minutes ago, aLzhite said:

use a clean client, increase the virtual memory on computer's settings and let the l2.exe run with more rams by checking allow app handle 2gb+ ram using explorer suite. if u are the server owner; take a look to knownlist/teleport task which updates knownlist wrong. if u have no idea on java, delete unnecessary npcs on giran.

The problem is with bad script on custom npc, not virtual memory or java

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37 minutes ago, aLzhite said:

but he says thats not happening always so the caching gives this error imo in client side

the problem described will ALWAYS happen but the when is variable

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