Hello all,
Here the video:
Configs in GeoData:
PathFinding = 2
# This setting controls Client <--> Server Player coordinates synchronization:
# -1 - Will synchronize only Z from Client --> Server. Default when no geodata.
# 1 - Synchronization Client --> Server only. Using this option (without geodata) makes it more difficult for players to bypass obstacles.
# 2 - Intended for geodata (at least with cell-level pathfinding, otherwise you can also try -1).
# Server sends validation packet if client goes too far from server calculated coordinates.
CoordSynchronize = 1 or 2 but the result is the same.
If anyone know where i can search for fix this, tell me here, thanks you
I try with 2 geodata. And the result is the same.
https://www.youtube.com/watch?v=kgsJ90ljkOY
Here the video:
Configs in GeoData:
PathFinding = 2
# This setting controls Client <--> Server Player coordinates synchronization:
# -1 - Will synchronize only Z from Client --> Server. Default when no geodata.
# 1 - Synchronization Client --> Server only. Using this option (without geodata) makes it more difficult for players to bypass obstacles.
# 2 - Intended for geodata (at least with cell-level pathfinding, otherwise you can also try -1).
# Server sends validation packet if client goes too far from server calculated coordinates.
CoordSynchronize = 1 or 2 but the result is the same.
If anyone know where i can search for fix this, tell me here, thanks you
I try with 2 geodata. And the result is the same.
https://www.youtube.com/watch?v=kgsJ90ljkOY