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Bug
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Resolution: Duplicate
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None
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1.16.40 Hotfix
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None
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Unconfirmed
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Windows
Hello,
I’ve encountered this bug for about 3 versions now and due to it not being fixed I went here to report it.
This bug is most likely caused by downtime on the device of one of the players. Although even with perfect internet it still happens quite often.
One way to explain it would be a player jumping over a ravine with lava below they will occasionally be set on fire.
Also when using commandblocks teleporting a player that has fallen of the parkour back to spawn will trigger due to the player instantly losing its momentum on the host device when the delay occurs. They location on the host device will then see the player standing on the floor and the player device (referred to as client side) will still be save and alive on the parkour. When the delay is over (about 1-5 ticks later) the player will be teleported anyways
the best fix would be to keep the players momentum on host device when the problem occurs until it’s either save or the client side has no longer a delay.
IMPORTANT!
The weirdest thing in the bug is that the player will just teleport to the ground below instantly. No matter the distance they will NOT gain falldamage for what I know. When in the void they WILL suffocate though.
I really hope you can fix this. The bug has been a big problem for me my friends (the ones playing survival and people making cool minigames that are based on detecting locations below the player in one way or another.
thanks in advance. (I did look over the website and didn’t find anything that looked even remotely like this problem. If I missed a post my apologies.)
Kind regards from the Netherlands.
- duplicates
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MCPE-65094 Server desyncs from Client, resulting in different states in each
- Open