Well, I don't play co much any more...and I don't use any version of QoProxy.
Anyway...On topic...
Quote:
it might have to do with the new way CO loads the shadows first now idk there is more .dll files added to CO as well i'd say scan how CO works now how they changed it up then adapt to it idk tho
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Good thinking, but since the monster will be there server side whether your client sees the monster or not should have no effect as the proxy relies on the information sent to it from the server. So unless tq have implemented a check to see whether or not the monsters image is visible to you (would make sense...to me anyway, but not too likely) then this is probably not the reason.
As for the person who said it could be teleporting too fast, this seems like a logical explanation, if so it should be easy enough to fix, it would require someone to decompile and insert a 'sleep' function (or the equivelant in java, I'm not sure) between hitting a monster and sending the teleport packet.
Alternativly it could be another variation of bot checks implemented, in this case...well don't ask me about it
Most likely solution (for tq, if they could figure it out) check how often the teleport packet is being received from the client, if it's more than once every 3 seconds for 9 continuous seconds then d/c the client (Not botjail though, because this method of checking could have some mistakes, although this never seemed to stop them before - think dropping items in mid-jump).