Well i already know how to dodge terrains. But too much risk to get banned on akps
mhm interesting, I also know how to start the developer mode with the build-in console but im wondering, how to disabled the "going through wall" protection GENERAL (via ASM). Is there a better word for "Going through walls" ?.. no Wallhack is not the term that I am looking for...
mhm interesting, I also know how to start the developer mode with the build-in console but im wondering, how to disabled the "going through wall" protection GENERAL (via ASM). Is there a better word for "Going through walls" ?.. no Wallhack is not the term that I am looking for...
True : You can teleport locally your character through a collision or even outside the map, but it will be only effective on your client. On the server side, your character will try to reach the desired position using pathfinding at the speed given by your stats and will stay stuck behind the collision if no path exists.
Of course you will never "see" this on your client, but it will be visible on another client watching your character. Locally you will just not be able to perform actions such as attacking, performing skills or interracting with objects that are in your point of view close enough to be interract with, when in fact from the server point of view you will be too far.
ps : from what I see, your screenshot simply shows a render trick, where the map is no more drawn.
There is also a way to remove a specific model, but you have to do this manually, via C4D or something like that. Deleting the model's Data would not work, just Edit it and remove the main object.
For example you would be able to walk in the big house at Starsand Desert.
But dont do it with your main Account. Those guys will find you if you are fishging afk this way.
True : You can teleport locally your character through a collision or even outside the map, but it will be only effective on your client. On the server side, your character will try to reach the desired position using pathfinding at the speed given by your stats and will stay stuck behind the collision if no path exists.
Of course you will never "see" this on your client, but it will be visible on another client watching your character. Locally you will just not be able to perform actions such as attacking, performing skills or interracting with objects that are in your point of view close enough to be interract with, when in fact from the server point of view you will be too far.
ps : from what I see, your screenshot simply shows a render trick, where the map is no more drawn.
lol ? I believe this is not true for the official Server I was able to walk through walls and all other people saw this too. I also had no lags or hang backs
lol ? I believe this is not true for the official Server I was able to walk through walls and all other people saw this too. I also had no lags or hang backs
oO Which type of wall was this ? on the a global map or in a dungeon ? Was the areas you reached reachable or unreachable ?
Last time I tested such a thing, I teleported my character slightly outside the map to hit a mob that stupidly went out of map's bounds, and I was not able to hit it at all even if I was on my client at the exact mob's position. When looking to my character from another client, my character appeared to be running along the map's bounds (trying to reach the mob's position outside the map).
I made some similar tests with a reachable area and from the other client point of view, my character went to the desired destination using the shortest path to reach the position (and during the travel time my character was not able to attack any mob).
All thoses tests were done on the official french client on any map (not in dungeon).
Ok. From what I observed, dungeons are a bit different. When a player agro the whole dungeon and commits suicide to get back all the mobs at the beginning of the dungeon for the rest of the team, the mobs take the direct direction to reach the players, crossing the maps oustide the bounds if shorter. So maybe the way the server calculate the real player's position in dungeons is different than the one used for global maps, and does not take into account the bounds of the map.