Postby Leodagan » Sun Jun 14, 2015 10:01 am
Jump Points ID are Hardcoded in Client Maps, when your player run through a "Jump" area it sends the ID to Server
If you can open client file MPK (I don't remember which one) you can find a CSV file listing Jump point ID with their Coordinates on Map.
The client use this file to know when you walk in a "Jump" Area, you can still use "server-side" Area to decide to teleport a player going through some specific coordinate, but be careful there is a 2 seconds lag on server Area Check, a player running fast enough could completely go through an Area without ever being registered "entering" or "leaving" this Area... (this can't happen with Client-Side Jump Points)
If you don't want a Client-side Jump point to Teleport Anywhere you should be able to remove all records of this Jump Point ID in server database, and no teleport will be triggered when client send a Jump packet... (but it can trigger a lot of Warning in Server Log from memory...)