As shown in the gif - after issuing an attack command the character moves to the target, after reaching the target it sometimes stops for 1-2 seconds before attacking.
It seems to occur far more frequently when attacking monsters that are farther away (e.g. 600+ distance), and happens very rarely when attacking monsters that are close.
Despawning all NPCs on the server, then spawning a single non-moving monster on a hill and the issue still occurs.
Though it was happening on flat ground (constant Z-axis), after reducing the number of calls to moveToPawn() (there were many for some reason), it stopped occurring on flat surfaces. Even still it continues to happen on varying Z-axis surfaces.
updatePosition() continues to be called even after the character has arrived on the client (server still thinks the character has not arrived I guess).
calls to player.calculateDistance3D(_x, _y, _z) in ValidatePosition are returning 150+ throughout the movement.
if (player.calculateDistance3D(_x, _y, _z) > player.getStat().getMoveSpeed())
{
if (player.isBlinkActive())
{
player.setBlinkActive(false);
}
else
{
player.setXYZ(_x, _y, _z);
}
}
changing
if (player.calculateDistance3D(_x, _y, _z) > player.getStat().getMoveSpeed())
to
if (player.calculateDistance3D(_x, _y, _z) > 0)
seems to improve the situation maybe? I imagine there are terrible side-effects to this
I noticed this bug does not exist on ACIS servers, but comparing the two sources (I understand they are drastically different), I cannot seem to understand what may be causing this.
At this point I'm not sure where to look next. I have started looking at geodata/geoEngine from here, but as I'm pretty new to programming and even newer to L2J server development, I have no clue if this is remotely the correct direction.
I'm hoping someone can give me some advice, or a hint, or anything, where I might look next to solve this.
Hey! It's been years since I tried this, just redownloaded everything for the nostalgia but I'm having the "mismatch" problem.
You were right, I used another system, not the one from the post! My bad!
Now I can't find the system that works with AuthGateD 🤣
I see you have found it and uploaded it but the link you provided no longer works. If you are still around, can you please reupload? Thank you!
Question
MoetsukiDansei
As shown in the gif - after issuing an attack command the character moves to the target, after reaching the target it sometimes stops for 1-2 seconds before attacking.
The pack in the clip is L2J_Mobius_04.0_GrandCrusade, but this issue exists on L2J master branch as well.
It seems to occur far more frequently when attacking monsters that are farther away (e.g. 600+ distance), and happens very rarely when attacking monsters that are close.
Despawning all NPCs on the server, then spawning a single non-moving monster on a hill and the issue still occurs.
Though it was happening on flat ground (constant Z-axis), after reducing the number of calls to moveToPawn() (there were many for some reason), it stopped occurring on flat surfaces. Even still it continues to happen on varying Z-axis surfaces.
updatePosition() continues to be called even after the character has arrived on the client (server still thinks the character has not arrived I guess).
calls to player.calculateDistance3D(_x, _y, _z) in ValidatePosition are returning 150+ throughout the movement.
changing
to
seems to improve the situation maybe? I imagine there are terrible side-effects to this
I noticed this bug does not exist on ACIS servers, but comparing the two sources (I understand they are drastically different), I cannot seem to understand what may be causing this.
At this point I'm not sure where to look next. I have started looking at geodata/geoEngine from here, but as I'm pretty new to programming and even newer to L2J server development, I have no clue if this is remotely the correct direction.
I'm hoping someone can give me some advice, or a hint, or anything, where I might look next to solve this.
19 answers to this question
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