27.09.2017, 15:45
1. Pretty certain this can't be fixed server side, since it only happens client side and of course the other player hasn't really moved so his client won't send an update packet to server.
2. Same thing, but since you said they could be pushed outside of their sync zone, I would probably leave the possibility to memory hacking. Since we don't have direct tools to access the update packet of Actors, and I'm not too familiar with how actors work (since I haven't really played with them) it might still be possible to increase the send rate of actors packets and maybe check if they are out of range. However since i'm not sure if this is client side it might be a dead lead.
Using SetPlayerPos would suck, the best bet actually would be to find a way to get the position of another player from the client, and compare it to the current position on the server. If the actor/player was within inches or 1 - 2 ft of their actual position then you could set them back without actually using SetPlayerPos. But I'm certain this can not be done without client side modifications.
2. Same thing, but since you said they could be pushed outside of their sync zone, I would probably leave the possibility to memory hacking. Since we don't have direct tools to access the update packet of Actors, and I'm not too familiar with how actors work (since I haven't really played with them) it might still be possible to increase the send rate of actors packets and maybe check if they are out of range. However since i'm not sure if this is client side it might be a dead lead.
Using SetPlayerPos would suck, the best bet actually would be to find a way to get the position of another player from the client, and compare it to the current position on the server. If the actor/player was within inches or 1 - 2 ft of their actual position then you could set them back without actually using SetPlayerPos. But I'm certain this can not be done without client side modifications.