Packets: Movement while flying

03/14/2006 23:43 Hojo#1
Hi Just wondering if anyone knew what packet you use to move while flying. Do you just send the walk packet or the jump?

An help would be apreciated, thanks.

Hojo
03/15/2006 01:45 Robsta#2
i haven't gotten to analyzing this packet yet, as my bot isn't near this point, hell, its not even decrypting/reencrypting the packets yet. I also haven't looked at the jump packet, but would there be a chunk of the movement packet saying wether its on the ground, or in the air? If not, its definatly seperate packets. Ill look into it once my bots encrypting/decrypting the packets.
03/15/2006 15:22 Hojo#3
Quote:
Originally posted by Robsta@Mar 15 2006, 01:45
i haven't gotten to analyzing this packet yet, as my bot isn't near this point, hell, its not even decrypting/reencrypting the packets yet. I also haven't looked at the jump packet, but would there be a chunk of the movement packet saying wether its on the ground, or in the air? If not, its definatly seperate packets. Ill look into it once my bots encrypting/decrypting the packets.
nvm, got it, thanks unknownone and ultimation

whats your bot gona do, and for christ sake dont release it
03/15/2006 16:49 camo#4
well.. i personally didnt study the packets indepth, but... its either a seperate packet for running/flying, or the same one. if the 'spawn' packet contains info about flying, then the client probably records that so and so is in flight, so any movement packets will be shown as flying. or, its a completely different packet. however, from what ive seen is. if you jump unto the screen where an archer is already flying. you can actually see him standing, and then take off just as he appears in your fov. so probability is that the packets are the same, and that the spawn packets contains a 'flying' argument.
03/15/2006 17:40 Hojo#5
Quote:
Originally posted by camo@Mar 15 2006, 16:49
well.. i personally didnt study the packets indepth, but... its either a seperate packet for running/flying, or the same one. if the 'spawn' packet contains info about flying, then the client probably records that so and so is in flight, so any movement packets will be shown as flying. or, its a completely different packet. however, from what ive seen is. if you jump unto the screen where an archer is already flying. you can actually see him standing, and then take off just as he appears in your fov. so probability is that the packets are the same, and that the spawn packets contains a 'flying' argument.
Its not, its just the jump packet.

You see CO packets are dynamic.

That means (in Qonquers terms) they 'Morph'

So you you have this packet

987654321 - (obviosly not a real CO packet)

now becasue the byte in place 4 is 6 that means that the byte in spot 5 means a cord, not a player id.

Stuff like that.

So with 1 packet type you can have different morphs of the packets. This means alot less packet types to deal with.

The Action packet is a prime example of this, so depending on the data in specific bytes, other bytes mean differnt things.

I dunno if that made sense, but anyways....