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[CODE]Ingame Functions( POST YOUR FINDINGS HERE )

Discussion on [CODE]Ingame Functions( POST YOUR FINDINGS HERE ) within the Aura Kingdom forum part of the MMORPGs category.

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Old 04/05/2014, 21:45   #136
 
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Quote:
Originally Posted by TheStupidDog View Post
The bot will return to those coords only when it can't find a target, correct camera placement is pretty important so try and face the camera to a wall so that once a few mobs die then the bot won't see any mobs and then return to the coords you specified. Also change your FOV in game to lowest so it doesn't render mobs as far off (I can't understand why they labelled "view distance" as FOV in the options). Good luck with getting it to work sir
FOV means Field of View it makes more sense than view distance. View distance means how far you can see. Field of View means how far around you can see and how far. But to answer her or his question is easy. Set the sleeper to higher numbers.

Code:
if IsTarget == 0 then
	CMoveTogglePos( )
	CSleep( 100 )
	CSelectNearestTarget( )
to

Code:
if IsTarget == 0 then
	CMoveTogglePos( )
	CSleep( 1000 )
	CSelectNearestTarget( )
or depending on your lvl and what you're killing. play around with the sleeper number
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Old 04/05/2014, 21:51   #137
 
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Quote:
Originally Posted by thaikill View Post
FOV means Field of View it makes more sense than view distance. View distance means how far you can see. Field of View means how far around you can see and how far.
That's exactly the point I'm trying to make, they have an option called FOV that actually changes the distance things will render at (view distance) and doesn't actually change the FOV. It looks like whoever translated the options menu didn't understand the difference between the two
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Old 04/05/2014, 23:10   #138
 
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Quote:
Originally Posted by TheStupidDog View Post
The bot will return to those coords only when it can't find a target, correct camera placement is pretty important so try and face the camera to a wall so that once a few mobs die then the bot won't see any mobs and then return to the coords you specified. Also change your FOV in game to lowest so it doesn't render mobs as far off (I can't understand why they labelled "view distance" as FOV in the options). Good luck with getting it to work sir
i see, i totally had it wrong! i tried to enlarge the camera and face it to the ground, so the bot will be able to find targets around, since the mobs don't re-spawn in the same location all the time...

anyway, i will now try out your method, thx my friend!

edit: when i try to use it in dungeon, game crash and ask to send report.
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Old 04/11/2014, 15:21   #139
 
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Just wanna share this to you guys a multipointer scanner..
Code:
int zPtrAdd(int baseaddr, int pLevel, int offset[])
{
	int Address = baseaddr;
	for (int i = 0; i < pLevel; i++)
	{
		ReadProcessMemory(hProcess, (LPCVOID)Address, &Address, 4, NULL);
		Address += offset[i];
	}
	return Address;
}
baseaddr = base address (From CE)
pLevel = pointer Level like level 1 or 2 or 3 pointer..
offsets = offsets of your current data.

example:
zBaseAdd = 0x0123456
int offs[] = {0x01,0x02,0x03,0x04}

DWORD ReturnAddress = zPtrAdd(zBaseAdd, sizeof(offs),offs);
if you want to get the value of the Returned address in float/int or whatever then,

float value = *(float*)ReturnAddress;

~~~~~~~~~~~~~~~~~~~~~~~~~~~

-- XKhen
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Old 04/15/2014, 04:03   #140
 
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When I use this, My Guardian Account only had the macro interface... When I log in my another account then log out the guardian account my Bow account doesnt have macro interface. How is that?

AURA KINGDOM-----
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Old 04/15/2014, 05:07   #141
 
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how can i use the movement speed in ce ?
sorry i'm still newbie
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Old 04/21/2014, 15:23   #142
 
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Did anyone happen to come across anything to change the field of view in game? The default is horribly low :/
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Old 04/21/2014, 20:13   #143
 
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I think they have stopped working on this. Better not expect anything new.
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Old 04/22/2014, 09:46   #144
 
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It's probably impossible since the server apparently updates the position of mobs and players around you only with a fixed radius corresponding approximatively to the max fov available in the options. You can see this already with players when they exit the field of view : they freeze for 1s before dissappearing.
So even if you change the fov to a bigger one you wont be able to see anything (up to date) farther than the current fov.
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Old 04/22/2014, 17:41   #145
 
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Thats view distance I'm talking about field of view (how much the players "eye" can see around them).

This picture might explain what I'm talking about better than I can Apologies if my post was confusing



In the screenshot above, the player is standing in the same place looking at the same thing, the first screenshot has a very low FOV and the second has a more sensible one.
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Old 04/22/2014, 17:54   #146
 
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Quote:
Originally Posted by TheStupidDog View Post
Thats view distance I'm talking about field of view (how much the players "eye" can see around them).

This picture might explain what I'm talking about better than I can Apologies if my post was confusing



In the screenshot above, the player is standing in the same place looking at the same thing, the first screenshot has a very low FOV and the second has a more sensible one.
Can't see that picture, mind using another site or something? Btw, interesting idea.
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Old 04/22/2014, 18:16   #147
 
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Here's another picture but I won't use the IMG tags this time and will make it a clicky link to avoid the stupid hotlink protection Apologies for the last one!

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Old 04/23/2014, 09:36   #148
 
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Erf sorry I stupidly eliminated this meaning because it made no sense for me with a non first/third person shooter game. But why not after all. I didn't give a look into this but it should not be very difficult to do this. Just need to find the value in the camera data if they update the fov somewhere during the game or just hook the d3d set at launch (or call it after with a new fov). Maybe ntKid already gave a look to d3d stuff.
I personnaly gave a quick look to the camera and tried some funny thing about camera rotation (was inspired by the other topic trying to port the Tera camera system). I'll check if they store something like the fov in the camera itself.
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Old 04/23/2014, 10:38   #149
 
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I've never updated the game cuz everytime I use AFKloader as my launcher. My fov is still the same as before, no change. I can see mobs from afar and also players which you said that disappears in a radius. Might help xD
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Old 04/23/2014, 11:00   #150
 
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Quote:
Originally Posted by TheStupidDog View Post
Movement speed pointer :

Code:
"game.bin"+00B37994
      <Offsets>
       14
        C
       10
       340
       4E4
(above was copied from the XML file that CE generates.)

And some info on the float stored for some movement speeds (these will change slightly after reloading client so they're not 100% accurate) :


Code:
100%     =    8.599999428

105%     =    9.029999733

145%     =    12.46999931

150%     =    12.89999962

160%     =    13.75999928

165%     =    14.18999958
From a little testing it seems that you can set your speed to about 30-50% higher than what it should be with no major side effects.
This should be useful for getting to mobs very fast (minimizing time travelling between things) and also lets you get clear of red carpet faster meaning more time smacking bosses As with the previous pointer I posed (for the coord system) I've tried to refine the pointer to the best of my (bad) ability, several reboots and client starts etc. Once again I hope this is useful
Every time I try to set this pointer up in my cheat table it doesn't work. Although I can find the float manually and change my speed just fine that way (which is awesome btw). I'd much prefer a working pointer though. Is this one outdated? If so I'm not experienced enough with CE to find the pointer myself. D:
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