Mind posting your walking packet?
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My server is running on dedicated (A good one), and has an average of 80 players online on weekends.
When you walk, you will walk a little, stop, then walk again. It's super weird, and I've tried a lot of what I can do to fix it. (None has worked)
This is obviously caused by lag, which I've tried my best to fix.
Does anyone know what else i can do to fix this?
Mind posting your walking packet?
Code:case 98: // walk on command if(cookingOn){ cookingOn = false; } if(followID > 0){ followID = 0; } if(followID2 > 0){ followID2 = 0; } if (inTrade) break; if(EntangleDelay >= 1) { sM("A magical force stops you from moving."); break; } if(System.currentTimeMillis() - lastWalk < walkDelay) break; if (faceNPC > 0) { faceNPC = 65535; faceNPCupdate = true; } resetAction(); if (!validClient) { sM("You can't move on this account"); break; } IsAttackingNPC = false; attacknpc = -1; closeInterface(); resetAnimation(); if (deathStage == 0) { newWalkCmdSteps = packetSize - 5; if (newWalkCmdSteps % 2 != 0) { println_debug("Warning: walkTo(" + packetType + ") command malformed: " + misc.Hex(inStream.buffer, 0, packetSize)); } newWalkCmdSteps /= 2; if (++newWalkCmdSteps > walkingQueueSize) { println_debug("Warning: walkTo(" + packetType + ") command contains too many steps (" + newWalkCmdSteps + ")."); newWalkCmdSteps = 0; break; } int firstStepX = inStream.readSignedWordBigEndianA(); int tmpFSX = firstStepX; firstStepX -= mapRegionX * 8; for (i = 1; i < newWalkCmdSteps; i++) { newWalkCmdX[i] = inStream.readSignedByte(); newWalkCmdY[i] = inStream.readSignedByte(); tmpNWCX[i] = newWalkCmdX[i]; tmpNWCY[i] = newWalkCmdY[i]; } newWalkCmdX[0] = newWalkCmdY[0] = tmpNWCX[0] = tmpNWCY[0] = 0; int firstStepY = inStream.readSignedWordBigEndian(); int tmpFSY = firstStepY; firstStepY -= mapRegionY * 8; newWalkCmdIsRunning = inStream.readSignedByteC() == 1; for (i = 0; i < newWalkCmdSteps; i++) { newWalkCmdX[i] += firstStepX; newWalkCmdY[i] += firstStepY; } poimiY = firstStepY; poimiX = firstStepX; // stairs check if (stairs > 0) { resetStairs(); } // woodcutting check if (woodcutting[0] > 0) { // playerEquipment[playerWeapon] = OriginalWeapon; // OriginalWeapon = -1; resetAnimation(); resetWC(); } // pick up item check if (WannePickUp == true) { PickUpID = 0; PickUpAmount = 0; PickUpDelete = 0; WannePickUp = false; } // attack check if (IsAttacking == true) { ResetAttack(); } // attack NPC check if (IsAttackingNPC == true) { ResetAttackNPC(); } // mining check if (mining[0] > 0) { resetAnimation(); resetMI(); } // Npc Talking if (NpcDialogue > 0) { NpcDialogue = 0; NpcTalkTo = 0; NpcDialogueSend = false; RemoveAllWindows(); } // banking if (IsBanking == true) { RemoveAllWindows(); } // shopping if (IsShopping == true) { IsShopping = false; MyShopID = 0; UpdateShop = false; RemoveAllWindows(); } // trading } break;
How many npcs do you have in auto spawn?
Lol @ the walking packet.
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