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Memory Address's Update

Discussion on Memory Address's Update within the CO2 Exploits, Hacks & Tools forum part of the Conquer Online 2 category.

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Old 01/11/2007, 00:43   #121
 
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another one playerid:
51209c - DWORD
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Old 01/11/2007, 16:12   #122
 
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Quote:
Originally posted by ancientglory@Jan 10 2007, 19:16
kewl thanks mate...got it...now just need to make it work..hah

Blessed value: 4194304
Fly Value: 524288
yeah you'll just have to use the writing example i posted on the first post..it should be able ot read the value unto the memory for you..and flying is as simple as writing to the memory the flying in the constants everything is already hexed.
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Old 01/11/2007, 16:24   #123
 
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anyone havea pointer or perhaps an address to detect whether or not a player is bluenamed?
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Old 01/11/2007, 18:16   #124
 
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i just found out something while trying to get the characters bluename value for the other players..

i've found a address that when i closed co and reopened it still worked..

incoming character name = 0B321F04

incoming characters action.(6 = action,17=walking,16=jumping,19=magicATK,20=melee atk) = 0B321FAC
*note that the values in the memory region will be different, the byte will read 10 with a 1-4 byte equaling 17.

incoming characters direction = 0B321FC0.

and setting a timer watching the value for 19 and or 20 messaging me saying Player is attacking..so it works..
however it gives npc info's as well..

dunno aobut how to go about bluename captures..
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Old 01/11/2007, 20:03   #125
 
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Quote:
Originally posted by blinko@Jan 11 2007, 14:16
i just found out something while trying to get the characters bluename value for the other players..

i've found a address that when i closed co and reopened it still worked..

incoming character name = 0B321F04

incoming characters action.(6 = action,17=walking,16=jumping,19=magicATK,20=melee atk) = 0B321FAC
*note that the values in the memory region will be different, the byte will read 10 with a 1-4 byte equaling 17.

incoming characters direction = 0B321FC0.

and setting a timer watching the value for 19 and or 20 messaging me saying Player is attacking..so it works..
however it gives npc info's as well..

dunno aobut how to go about bluename captures..
The idea is to make an auto disconnect on blue name? Whatever... I will try to contribute with this when I get home... It should be a byte 01 when it is active, and 00 when not, just like in our own chars.
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Old 01/11/2007, 20:09   #126
 
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yeah i know, however the character comes along and the name reads into one string..
and each string after that is 00 i've checked all address's one changes but its is the direction when i had my noob attack me, it showed the action type values Magic attack value was 19 and then bluename came on but novalues changed to 01..one value was already 01 before it started..it has to be elsewhere than where i had it i think.
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Old 01/11/2007, 21:55   #127
 
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I got it. The offset is 81 of the char name. 1 byte, 01 when flashing, and 00 when normal, just like I predict... btw, char names seem to be not static... diferents ones goes in diferent places when reloading conquer..

So now how could we make a disconnect funtion? I dont know if writing to memory could help us (or me! ). Maybe learn how to hook winsock connection and close from there...
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Old 01/11/2007, 23:15   #128
 
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Quote:
Originally posted by giacometti@Jan 11 2007, 21:55
So now how could we make a disconnect funtion? I dont know if writing to memory could help us (or me! ). Maybe learn how to hook winsock connection and close from there...
There are many ways, more common is using softice and debugging Co to find out the functions offset for logging out. The easiest way would be making a service control and just dc the lan, but alot of people still use a modem so it wont work that way.
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Old 01/11/2007, 23:23   #129
 
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So there is a log out function? Cause i thought it didnt exist, cause conquer itself doenst have an option to log off. Well, pretty good then. Dc the internet connection as a whole is a dirty way of doing it Good if just conquer communication could be turn off.
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Old 01/12/2007, 00:55   #130
 
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Quote:
Originally posted by Maybe It's Maybelline+Jan 11 2007, 23:15--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (Maybe It's Maybelline @ Jan 11 2007, 23:15)</td></tr><tr><td id='QUOTE'> <!--QuoteBegin--giacometti@Jan 11 2007, 21:55
So now how could we make a disconnect funtion? I dont know if writing to memory could help us (or me! ). Maybe learn how to hook winsock connection and close from there...
There are many ways, more common is using softice and debugging Co to find out the functions offset for logging out. The easiest way would be making a service control and just dc the lan, but alot of people still use a modem so it wont work that way. [/b][/quote]
softice sucks

Quote:
So there is a log out function? Cause i thought it didnt exist, cause conquer itself doenst have an option to log off. Well, pretty good then. Dc the internet connection as a whole is a dirty way of doing it Good if just conquer communication could be turn off.
just kill the client or make it sense to let it open?
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Old 01/12/2007, 01:22   #131
 
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hmm.. maybe we should try and reach choco and ask him how he did the disc function?
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Old 01/12/2007, 02:33   #132
 
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Quote:
just kill the client or make it sense to let it open?
Well, It does. The reason I am thinking is a pratical issue. If you have like 10 conquers loaded, re-opening and re-setting the bots can be really boring... Anyway, killing the client is what we have in hands, at least it works for the moment.
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Old 01/12/2007, 10:23   #133
 
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Quote:
Originally posted by giacometti@Jan 11 2007, 17:55
I got it. The offset is 81 of the char name. 1 byte, 01 when flashing, and 00 when normal, just like I predict... btw, char names seem to be not static... diferents ones goes in diferent places when reloading conquer..

So now how could we make a disconnect funtion? I dont know if writing to memory could help us (or me! ). Maybe learn how to hook winsock connection and close from there...
My mistake here! the offset is not for flashing names... its just the action=attck that triggs that. They stop at same time (flash and the action), so that cheated me. =p.
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Old 01/12/2007, 10:30   #134
 
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Did ya manage to make autohealer based on my post?
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Old 01/12/2007, 11:02   #135
 
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didnt really tryied, cause there is a hard step before: track the f1 call function or sendkeys to conquer handle.. didnt go deep in that project yet.

Well, the correct offset for flash bluename is -104 from charname (above it). I the next byte you can check for red/blackname and in the next for cyclone, superman, fly etc.
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