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Stripped ProjectAlchemy Source Code

Discussion on Stripped ProjectAlchemy Source Code within the CO2 Bots & Macros forum part of the Conquer Online 2 category.

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Old 05/16/2011, 23:28   #1246
 
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So block monsters you basicly block the spawn entity packet, which is 10014.

(Ofcourse you have to check if it's a player or not by checking its UID and mesh/model)

To block it, you basicly go to handler -> HandleServer and you block the 10014 packet. But i believe that the proxy already has an /alone command to block those.
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Old 05/16/2011, 23:56   #1247
 
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Ahhhh so that's what alone is for lol. I never tested it hehe.

I have taken Cyclone out again because it is just to problematic. I will just use my tro without XPSkill Cyclone lol. I think part of the problem is updating. It seems the char will jump to money sometimes but not pick it up then the char stops moving and attacking or sometimes he will move and stand next to the mob or in the mob but doesn't attack so I can only imagine it is not updating properly. No idea why though because there are enough "Calculations.UpdateLocal(C);" in the hunt and loot code as it is >.<

By the way what is Calculations.UpdateLocal for anyway? If it's taken out of the hunt, loot and pathfinding code will it throw an invalid jump error? I commented it out and it didn't seem to make much difference but I did get an invalid jump afterwards but that was after several kills.
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Old 05/17/2011, 21:43   #1248
 
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updateLocal is basicly for checking if the distance between you and a mob/item is correct, else it will remove it.
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Old 05/17/2011, 22:13   #1249
 
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Would it be something to do with that for my char to stop attacking or looting? I am not so sure it is because the char seems to jump exactly where it is supposed to jump but just stops >.<
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Old 05/18/2011, 16:15   #1250
 
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I don't know why your bot is stop attacking. It could be the lagg also.
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Old 05/18/2011, 17:19   #1251
 
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I thought it might be the lag but nope because if he is already attacking then he stops with lag but he will kill the mob, it only happens when he has killed so many mobs or is looting then jumping to the next mob?
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Old 05/19/2011, 16:10   #1252
 
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xD .. after new patch .. the bot wont hunt .... lol ... anyone have a solution?
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Old 05/19/2011, 17:12   #1253
 
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yup they changed a lot cogen and cofarmer stopped working too but they fixed it after some hours already

i still have to check whats the problem.

stay tuned!
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Old 05/19/2011, 17:21   #1254
 
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Quote:
Originally Posted by BadBoY_AC View Post
yup they changed a lot cogen and cofarmer stopped working too but they fixed it after some hours already

i still have to check whats the problem.

stay tuned!
ok thank you ....
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Old 05/19/2011, 18:04   #1255
 
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im still not sure what they changed but my first thought would be the monsters.. its like the bot does not recognize the mobs
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Old 05/19/2011, 19:15   #1256
 
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Jeez people... ONE value was added to the spawn packet and you all freak out?

Find where the new value is and move everything down a few bytes from there.

Hell, my pserver had it fixed within like an hour of the patch coming out.

*hint* it's cause they added steed armors/garments
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Old 05/19/2011, 19:28   #1257
 
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yeayea got it^^

still its not really safe now except u have a working multiclient xD


edit:
@ p4n did u read my pm?
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Old 05/19/2011, 19:34   #1258
 
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In laymans terms you mean sniff for something correct?
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Old 05/19/2011, 19:42   #1259
 
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xD IDK how to find that
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Old 05/20/2011, 00:25   #1260
 
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This is really fun as people go wild, now they don't have a working proxy. Tbh, on my new project i fixed it really within 30 minutes. Just compare packet lenghts, and check the values. you'll see from where it goes wrong, and you basicly move some bytes from there. Not to hard (Refer to spawn entity packet, and change some **** there)
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