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L2J Attack Delay

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Your character is obviously desync. If it happens on any cases, even simple ones, it's very likely something like a stopMove() is missing, or than the calculation part is flawed. With a debug concept based on ExServerPrimitive you can easily figure out if server is currently doing crap.

About basic movement, no, it doesn't do that on aCis. Green dots show real desync based on what client expects. Desync stays low. Was attacking an elpy from great distance.

https://imgbb.com/fCQBKKS

On aCis, you can generate such desync if you frantically click on one direction and attack in another, but that's more a lack of locked movement state (during the 100ms updatePosition) rather than movement lacking itself.

Movement still needs some love.

Edited by Tryskell

  • 2 weeks later...
On 2/24/2023 at 10:30 AM, MoetsukiDansei said:

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if (player.calculateDistance3D(_x, _y, _z) > player.getStat().getMoveSpeed())
{
   if (player.isBlinkActive())
   {
      player.setBlinkActive(false);
   }
   else
   {
      player.setXYZ(_x, _y, _z);
   }
}

 

Kindly delete this code permanently. I'm not kidding.

Edited by Trance

On 2/24/2023 at 9:45 PM, aLzhite said:

it does. you cant even imagine how many clients have been contacted me to fix that. actually its way clear on their pack and i know a better way to trigger it so happens almost always and everywhere.

 

?

 

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9 hours ago, Tryskell said:

 

?

 

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ps @HyperBlown has the best movement system by far. try contacting him to fix that issue

On 3/19/2023 at 8:37 PM, aLzhite said:

 
?

ps @HyperBlown has the best movement system by far. try contacting him to fix that issue

 

You only show half the movement, and without any //show move on.

 

You probably do idiotic going back and forth, it's the only possibility to get such a desync actually.

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