Monster's lag/skip
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Monster's lag/skip
After using ranged debuffs such as Curse Gloom and Dark Vortex(havent really tested other skills) but if you use these skills first on a mob as a FIRST skill a lot of the time the monster will bug out and start lagging/skipping toward you in a strange motion... I can't figure whats causing this..
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Re: Monster's lag/skip
Here is a short video showing the problems(see 1st and last mob that I attack). Any one have a solution too fix this annoying lag? Monsters are lagging similar too this with Melee attackers also, not as much but it happens..
https://youtu.be/a2M9YZwIgpA
https://youtu.be/a2M9YZwIgpA
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Re: Monster's lag/skip
It happens also on latest develop branch and the situation you mentioned is not the only case it is happening.
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Re: Monster's lag/skip
It sends MoveToPawn packet when it shouldn't. Check in AbstractAI describeStateToPlayer or idk what the method is, i can't check since... you know, no github.
Playing a game where you know how every single mechanism works is quite satisfying.
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Re: Monster's lag/skip
I don't remmember having this problem when I had my server running, yet I compare l2jmaster from November and latest Develop and I don't seem to find any difference that may cause this, maybe this existed even before? O_O
It looks like:
It looks like:
Code: Select all
/**
* Update the state of this actor client side by sending Server->Client packet MoveToPawn/CharMoveToLocation and AutoAttackStart to the L2PcInstance player.<br>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT>
* @param player The L2PcIstance to notify with state of this L2Character
*/
public void describeStateToPlayer(L2PcInstance player)
{
if (getActor().isVisibleFor(player))
{
if (_clientMoving)
{
if ((_clientMovingToPawnOffset != 0) && (_followTarget != null))
{
// Send a Server->Client packet MoveToPawn to the actor and all L2PcInstance in its _knownPlayers
player.sendPacket(new MoveToPawn(_actor, _followTarget, _clientMovingToPawnOffset));
}
else
{
// Send a Server->Client packet CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
player.sendPacket(new MoveToLocation(_actor));
}
}
}
}
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Re: Monster's lag/skip
Most likely _clientMoving is true, when it shouldn't. OR maybe it is false when it should be true. It needs some debugging though.
Playing a game where you know how every single mechanism works is quite satisfying.
Its the main perk that a gamer-developer has
Its the main perk that a gamer-developer has
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Re: Monster's lag/skip
I don't think its that actually.
I checked some more cases, in my server I got mobs that are set isChaos="true" to be able to attack each other based on mob clan.
Basically it works but the animations are completely fucked up, sometimes you might see mobs jumping towards each other (instead of moving) and then just standing in front of each other doing nothing, but they are actually attacking (you can see HPs going down) dafuq...
I checked some more cases, in my server I got mobs that are set isChaos="true" to be able to attack each other based on mob clan.
Basically it works but the animations are completely fucked up, sometimes you might see mobs jumping towards each other (instead of moving) and then just standing in front of each other doing nothing, but they are actually attacking (you can see HPs going down) dafuq...
- UnAfraid
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Re: Monster's lag/skip
wasn't isChaos for target reconsideration (Making monster not able to be controlled by Tanks)?
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Re: Monster's lag/skip
Nope, I think that's isConfused(), isChaos() is used by NPCs to deteminate if they can attack and damage other mobs based on clan.
Code: Select all
if (target instanceof L2Attackable)
{
if (!target.isAutoAttackable(me))
{
return false;
}
if (me.isChaos() && me.isInsideRadius(target, me.getAggroRange(), false, false))
{
if (((L2Attackable) target).isInMyClan(me))
{
return false;
}
// Los Check
return GeoData.getInstance().canSeeTarget(me, target);
}
}
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- L2j Senior Developer
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Re: Monster's lag/skip
This. isChaos means it randomly attack enemies when aggroed.UnAfraid wrote:wasn't isChaos for target reconsideration (Making monster not able to be controlled by Tanks)?
No. There is a difference between isChaos and isConfused. isChaos just means randomly attack any enemy while isConfused means randomly attack any creature, not only enemies.sahar wrote:Nope, I think that's isConfused(), isChaos() is used by NPCs to deteminate if they can attack and damage other mobs based on clan.Code: Select all
if (target instanceof L2Attackable) { if (!target.isAutoAttackable(me)) { return false; } if (me.isChaos() && me.isInsideRadius(target, me.getAggroRange(), false, false)) { if (((L2Attackable) target).isInMyClan(me)) { return false; } // Los Check return GeoData.getInstance().canSeeTarget(me, target); } }
That is what i remember, and it would also make more sense.
Away cause of a bulding side in my place.
H5 GeoData from Nos & FBIagent
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H5 GeoData from Nos & FBIagent
GoD Ch3 Lindvior GeoData from Nos & FBIagent
Yet another Buffer (Freya & HighFive)
Party Teleporter (Freya & HighFive)
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Re: Monster's lag/skip
Its not randomly attack any enemy, its enemies which are not in the same clan, and that's what I meant.
Anyway this is not the subject here.
Anyway this is not the subject here.
- UnAfraid
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Re: Monster's lag/skip
Exactly as i said, isChaos which has that true are not controllable by tanks they constantly change target and attacking at random some target.sahar wrote:Its not randomly attack any enemy, its enemies which are not in the same clan, and that's what I meant.
Anyway this is not the subject here.
isConfused is different thing, it can be true only if monster is under such effect while isChaos is constant.
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Re: Monster's lag/skip
Anyway it achieves the goal I want, but still, it doesnt change the fact that animations are completely broken for both movement and attack.