yes thanks , but i meant how ton use it lol , thanks again , thanks button pressed.
How to use the packet? you simply log it from TQ,analyse it and find the structures, those 23 00 43 20 bla bla **** are called packets, here's a great tutorial that should explain some stuff.
Fang did a couple of tutorials too, I kinda lost the links tho, so yeah, search and you should find them.
hey guys , sorry but i am not well at conquer coding , i am just coding desktop programs , so i tried many times to get user UID or Name using this library . but i failed all times ....
i tried using co2 p-s sources idea`s but fails too ..
just a code for getting char name or uid or anything else will help me alot ....
I really suggest that you should look into packets and stuff before attempting an aimbot, find the packets in any source and find how they're handled etc.
I really suggest that you should look into packets and stuff before attempting an aimbot, find the packets in any source and find how they're handled etc.
i created a new class named Botters , i added to it this code ...
PHP Code:
public string Name { get { fixed (byte* Packet = SpawnPacket) return new string((sbyte*)(Packet + 82)); } set { this.SpawnPacket[80] = 0x01; this.SpawnPacket[81] = (byte)value.Length; //fixed (byte* Packet = SpawnPacket) ; //PacketKernel.Encode(Packet, value, 82); } }
i created a new class named packets , i added this code into it ...
+ $exception {"The pointer passed in as a String must not be in the bottom 64K of the process's address space."} System.Exception {System.ArgumentException}
//Represents possible targets which are currently on your map or are currently targeted
public class Opponent
{
public uint UID;
public ushort X, Y;//There's tons of data structures you could use to represent position but simple X/Y ushorts is simplest for this example.
public string Name;
}
We have all the variables needed to target a player (UID and X/Y used for sending spells and their name for use in targeting commands!)
We need to populate this information. We could do a method inside it but the only time we'd be doing this is when we first construct the packet. Therefor...
public Opponent(byte[] packet)
{
Location = new Point();//I use a point because it's nice for built in math functions.
//Read in the data from a entity spawn packet. Note, these are all WRONG offsets, I don't care to look them up.
Name = Encoding.ASCII.GetString(packet, 81, byte[80]);//This assumes name length is at 80 and name starts at 81. This is most likely not correct, I just used it as a placeholder
UID = BitConverter.ToUInt32(packet, 8);//This assumes uid is offset 8 and is a Uint.
X = BitConverter.ToUInt16(packet, 32);//this assumes X is at offset 32 and is a Ushort.
Y = BitConverter.ToUInt16(packet, 34);//this assumes Y is at offset 34 and is a Ushort.
}
Now, we have a constructor which we can pass the spawn entity packet to which will pull out only usable information (we really don't care anything else about the player and we will never send a spawn player packet from a proxy. Pointless to structure past this)
We WILL want to update their position though. We would be reading jump packets (general data subtypes) and walk packets to update their position.
EG:
public void UpdatePosition(ushort x, ushort y)
{
X = x;
Y = y;
}
Now, we have our targeting system, we have an event driven firing system and now need to handle input into it.
#1: Handling movement
Step 1: Jumps
Handle General Data packet and pull out the subtype. last I checked jump was subtype 137 so you need to simply pull the X/Y/UID, check if this UID exists in your local targets list/Dict and update it if needed
//handle Removal if out of range
if(Calculations.OffScreen(client.X, client.Y, localtargets[uid].X, localtargets[uid].Y))
localtargets.Remove(uid);
//Target is still on screen after moving. Check if it's our active target and if it's been long enough between attacks, then attack it!
else if(client.TargetUID == uid && DateTime.Now() > client.LastFB.AddMilliseconds(client.FBDelay))
client.FBActiveTarget();
There, you have plenty of logic built in. if you have ANY familiarity with how C# works, you should be able to fill in the blanks where I didn't explicitly state things.
If you have ANY knowledge of how to look through sources or how packets work then you should be able to implement the required structuring and encryption of sending the final attack packet to server (this is the ONLY packet you need to modify/construct/send in the entire project! Rest you just need to pull bits of info from)
As you can see, the logic and coding behind it is very simple.
WOOT! Wasted 15 min of my shift. Mission accomplished.
//Represents possible targets which are currently on your map or are currently targeted
public class Opponent
{
public uint UID;
public ushort X, Y;//There's tons of data structures you could use to represent position but simple X/Y ushorts is simplest for this example.
public string Name;
}
We have all the variables needed to target a player (UID and X/Y used for sending spells and their name for use in targeting commands!)
We need to populate this information. We could do a method inside it but the only time we'd be doing this is when we first construct the packet. Therefor...
public Opponent(byte[] packet)
{
Location = new Point();//I use a point because it's nice for built in math functions.
//Read in the data from a entity spawn packet. Note, these are all WRONG offsets, I don't care to look them up.
Name = Encoding.ASCII.GetString(packet, 81, byte[80]);//This assumes name length is at 80 and name starts at 81. This is most likely not correct, I just used it as a placeholder
UID = BitConverter.ToUInt32(packet, 8);//This assumes uid is offset 8 and is a Uint.
X = BitConverter.ToUInt16(packet, 32);//this assumes X is at offset 32 and is a Ushort.
Y = BitConverter.ToUInt16(packet, 34);//this assumes Y is at offset 34 and is a Ushort.
}
Now, we have a constructor which we can pass the spawn entity packet to which will pull out only usable information (we really don't care anything else about the player and we will never send a spawn player packet from a proxy. Pointless to structure past this)
We WILL want to update their position though. We would be reading jump packets (general data subtypes) and walk packets to update their position.
EG:
public void UpdatePosition(ushort x, ushort y)
{
X = x;
Y = y;
}
Now, we have our targeting system, we have an event driven firing system and now need to handle input into it.
#1: Handling movement
Step 1: Jumps
Handle General Data packet and pull out the subtype. last I checked jump was subtype 137 so you need to simply pull the X/Y/UID, check if this UID exists in your local targets list/Dict and update it if needed
//handle Removal if out of range
if(Calculations.OffScreen(client.X, client.Y, localtargets[uid].X, localtargets[uid].Y))
localtargets.Remove(uid);
//Target is still on screen after moving. Check if it's our active target and if it's been long enough between attacks, then attack it!
else if(client.TargetUID == uid && DateTime.Now() > client.LastFB.AddMilliseconds(client.FBDelay))
client.FBActiveTarget();
There, you have plenty of logic built in. if you have ANY familiarity with how C# works, you should be able to fill in the blanks where I didn't explicitly state things.
If you have ANY knowledge of how to look through sources or how packets work then you should be able to implement the required structuring and encryption of sending the final attack packet to server (this is the ONLY packet you need to modify/construct/send in the entire project! Rest you just need to pull bits of info from)
As you can see, the logic and coding behind it is very simple.
WOOT! Wasted 15 min of my shift. Mission accomplished.
Thanks bro very much , but sorry there a simple question
why do i get this error
PHP Code:
Invalid expression term 'byte'
at this code ?
PHP Code:
Name = Encoding.ASCII.GetString(packet, 81, byte[80]);
exactly here ...
PHP Code:
byte[80]
i tried to change it to ...
PHP Code:
Name = Encoding.ASCII.GetString(packet, 81, 80)
but when i press button with this code...
PHP Code:
private void Button1_Click(object sender, EventArgs e)
{
byte[] packet = new byte[0x3ee];
Opponent x = new Opponent(packet);
NameValue.Text = x.Name;
}
Stop creating an aimbot, you don't even understand the basics.
i am trying bro ... its not possible to do or to learn
look here , i got the char id with this code
PHP Code:
private void PacketReceived(byte[] packet) { ushort Length = BitConverter.ToUInt16(packet, 0); ushort ID = BitConverter.ToUInt16(packet, 2); if (RCV.InvokeRequired) {
RCV.BeginInvoke(new Action(delegate { PacketReceived(packet); })); return; } if (ID == 1006) { int X = BitConverter.ToUInt16(packet, 4);//this assumes X is at offset 32 and is a Ushort. int Y = BitConverter.ToUInt16(packet, 4); //string Name = BitConverter.ToString(packet, 80, 81); //string Name = Encoding.ASCII.GetString(packet, 81, 80); NameValue.Text = Name; RCV.Text += "PacketReceived : Character_ID = " + X + " Y = " + Y + "\r\n"; } RCV.Text += "Received : Packet ID , " + ID + " Packet Length , " + Length + "\r\n"; }
but i am still can not get the char name , any advice tho ?
================================================== =====
hello again guys .... i tried many times but i failed
look here ...
PHP Code:
public unsafe class Packets { public byte[] CharacterInfo(Character Charr) { byte[] Packet = new byte[120 + Charr.Name.Length + Charr.Spouse.Length]; long Model = Convert.ToInt64(Convert.ToString(Charr.Avatar) + Convert.ToString(Charr.Model));
i am already tried it , but i got charname is empty string ....
Of course it said it was an empty string you retarded monkey...
I said explicitly about 5 times during my post that those offsets were completely pulled out of my *** and that you'd have to put half a second of work into finding the correct ones (which you've already posted... and then promptly ignored)
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