@Garen: Take a few minutes to think about what would cause that action... it's pretty simple when you think about it.
Spawn Entity packet is the same packet regardless of if you are spawning a monster or a player. The only difference is some fields that are not used by each entity type. You can always just create guards that look like players (complete with weapons, garments and full gears if you wanted). You can then write whatever AI you want which would include things like walking, patrol routes, jumping, skills/cooldowns/etc.
It's all just based on how you want your server to work and how you write it.
I'm pretty sure the client also has supports for mobs holding equipment but I've never experimented with it so I couldn't say 100 percent for sure.
@Garen: Take a few minutes to think about what would cause that action... it's pretty simple when you think about it.
Spawn Entity packet is the same packet regardless of if you are spawning a monster or a player. The only difference is some fields that are not used by each entity type. You can always just create guards that look like players (complete with weapons, garments and full gears if you wanted). You can then write whatever AI you want which would include things like walking, patrol routes, jumping, skills/cooldowns/etc.
It's all just based on how you want your server to work and how you write it.
I'm pretty sure the client also has supports for mobs holding equipment but I've never experimented with it so I couldn't say 100 percent for sure.
got it, gona give a try to see what i can do, i was just a bit confused on the lookface of the guard but i got a idea.
@Garen: Take a few minutes to think about what would cause that action... it's pretty simple when you think about it.
Spawn Entity packet is the same packet regardless of if you are spawning a monster or a player. The only difference is some fields that are not used by each entity type. You can always just create guards that look like players (complete with weapons, garments and full gears if you wanted). You can then write whatever AI you want which would include things like walking, patrol routes, jumping, skills/cooldowns/etc.
It's all just based on how you want your server to work and how you write it.
I'm pretty sure the client also has supports for mobs holding equipment but I've never experimented with it so I couldn't say 100 percent for sure.
Atleast an octo can hold weapons, showed engputer us on the twitch tv video
Is it a packet for itself or is it a part of ex. spawn packet? Tried messing a bit around with unknown offsets, but can't seem to figure it out. Not that it's a big deal if you don't want to share it though xD
WarCraft III 1.24+ CRC SHA1 Cracked!!! Proof Of Concept/DEMO 11/24/2010 - General Gaming Discussion - 1 Replies VIDEO: YouTube - WarCraft III 1.24+ CRC SHA1 Cracked!!! Proof Of Concept/DEMO
This is a demo that WarCraft III - The Frozen Throne v1.24+ map protection of CRC, SHA1 can still be cracked and it's still possible for "collided maps" (FYI collided maps are maps that aren't exactly identical to each other therefore making the possibility of running a cheated map with an original one). I've been trying to manipulate the skill's hashtable(gamecache replaced since 1.23+) of DotA Allstars but too...
[Proof of Concept]Why not to trust a public multi-client (bananasplit in asm) 10/07/2008 - CO2 Programming - 34 Replies Patch 5063
Now this is only designed for you to input the command but could just as easily be modified to do the same if someone says it to you. This guide only explains the un-equipping phase.
First I start here:
http://img81.imageshack.us/img81/9259/49933500ke6 .jpg
This is a subfunction of the Sendtext function, during this function EAX stores the current text about to be sent from the chat box to a packet, at 00457E85 EAX changes so I will make my hook just before here, 00457E7D has...