Quote:
Originally Posted by Roibot
Awh packets I rather not mess around with those. Chances of getting banned are way higher.
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Do you know what packets are? if you were to edit something with CE to gain a specific goal which isn't purely clientsided, that's the same as sending the packet on your own.
your bot for example, how do you think the server knows what you do when you attack a monster?
when you tell your client to attack a monster, the client is looking in the variable where it holds the current target ID.
it's taking that ID and it's generating an attack packet and sending it to the server, in our case:
Code:
63 00 XX XX XX XX 00
where the XX's are the target ID in unsigned integer.
you building and sending this packet manually or the client building and sending it automatically has no difference whatsoever.
it's actually the opposite, it's a lot easier to detect a 3rd party software if it's manipulating the client directly.
and more than that, if done well, a purely packet based bot can be 100% undetected. again, if done well (emulating all of the needed things that the client normally does).
a clientless bot will always be safer (and more efficient) than your bot for example.
you have to remember - a game client in multiplayer games is nothing but a clumsy packetbuilder and packetparser with nice visuals.