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couple of questions

Discussion on couple of questions within the CO2 Programming forum part of the Conquer Online 2 category.

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Old 12/07/2013, 14:40   #16


 
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That was my second guess, lol. WB Martin.
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Old 12/07/2013, 14:41   #17
 
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Thanks.

My old account here is IAmHawtness. Not sure if you remember it, got banned a looooong time ago.
And since then you are being an ******* creating a new account every 2 days :|

But then again i like ******* you off.. It always works

And by the way jumping 18 paces crosswise gets you disconnected now days.
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Old 12/07/2013, 14:48   #18
 
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And since then you are being an ******* creating a new account every 2 days :|

But then again i like ******* you off.. It always works

And by the way jumping 18 paces crosswise gets you disconnected now days.
What do you even mean by crosswise? You must be using a wrong way of calculating distance.
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Old 12/07/2013, 14:49   #19
 
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No it doesn't
**** off.. You are using a ninja with fatal which means you are shifting so you will always be 1 block off.. Ask KraHen hes been there too and it disconnected him just like it did me.
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Old 12/07/2013, 14:53   #20


 
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True, I do get DC`d, but that doesn`t mean he didn`t find a workaround. I am curious how would that be possible though, I can`t seem to see the solution.

**** that looks nice. I just started mine, it only has an unfinished A* in it lol.
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Old 12/07/2013, 14:53   #21
 
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What do you even mean by crosswise? You must be using a wrong way of calculating distance.
Really... **** it i am double posting :P

crosswise = Left-Right . Up-Down = 16 paces (Aka sidewise)
And only to the corners you are allowed to jump 18 paces.. So what do you think.


There is no workarounds KraHen.
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Old 12/07/2013, 15:04   #22


 
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Yeah, I was thinking so. I was searching for it but couldn`t find anything (then again, I`m a noob at reverse engineering).
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Old 12/07/2013, 15:15   #23
 
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Really... **** it i am double posting :P

crosswise = Left-Right . Up-Down = 16 paces (Aka sidewise)
And only to the corners you are allowed to jump 18 paces.. So what do you think.


There is no workarounds KraHen.

In case you can't really see the coordinates:
From 300, 175 to 318, 157 (Distance = 18)
From 300, 175 to 318, 175 (Distance = 18)
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Old 12/07/2013, 15:25   #24
 
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In case you can't really see the coordinates:
From 300, 175 to 318, 157 (Distance = 18)
From 300, 175 to 318, 175 (Distance = 18)
Nice trick *****.. Shifting and then jumping backwards..You are simply on an invalid coordinates after you shift so you fix it by jumping backwards...lol You are gonna have to come up with something a little bit more convincing you know.. lmao


Ok ok here is the deal do the exact same thing you have just done in that video but instead of jumping backwards after you shift using the fatal.. shift the screen and jump forward in the same direction you shifted to.. If your so called jump was valid you wont get disconnected otherwise you will get disconnected..

FYI.. I will prove you wrong sooner or later so stop trying hard *****.
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Old 12/07/2013, 15:32   #25
 
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Nice trick *****.. Shifting and then jumping backwards..You are simply on an invalid coordinates after you shift so you fix it by jumping backwards...lol You are gonna have to come up with something a little bit more convincing you know.. lmao


Ok ok here is the deal do the exact same thing you have just done in that video but instead of jumping backwards after you shift using the fatal.. shift the screen and jump forward in the same direction you shifted to.. If your so called jump was valid you wont get disconnected otherwise you will get disconnected..

FYI.. I will prove you wrong sooner or later so stop trying hard *****.
What the hell are you talking about? My bot uses the shifting thing to update the ******* coordinates client-side. Are you ******* serious?
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Old 12/07/2013, 15:37   #26


 
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Are you sending the fatal shift to the client instead the jump packet then? (This question is irrevelant to the current problem, I`d just like to implement it as well in my project)
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Old 12/07/2013, 15:38   #27
 
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Are you sending the fatal shift to the client instead the jump packet then? (This question is irrevelant to the current problem, I`d just like to implement it as well in my project)
Yeah, just to update the coordinates client-side. It doesn't do anything else.
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Old 12/07/2013, 15:43   #28


 
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Thanks, this will be my first bot (besides some basic autohunter stuff I did with a proxy ike 2 years ago?), I have no clue what I`m doing lol.
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Old 12/07/2013, 19:33   #29
 
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16 spaces is the farthest the unedited client will let you jump.
Wrong.
Wrong.
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Old 12/07/2013, 20:04   #30
 
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Lateralus is correct. I remember when I was making my checks that I thoroughly tested this. An unedited client only allows the character to jump a maximum x or y-distance of 16 coordinate tiles. The screen starts removing objects over 18 coordinate tiles away.
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