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Program that teleports you ?

Discussion on Program that teleports you ? within the CO2 Programming forum part of the Conquer Online 2 category.

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Old 07/08/2010, 23:24   #16
 
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Originally Posted by MonstersAbroad View Post
Nullable, Just becuase we had a fight on msn doesnt mean that you need to flame me. Post something that's worth posting, Not worthless ****.
Quit asking for handouts
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Old 07/13/2010, 19:59   #17
 
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I asked HOW. Not someone to do it for me.
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Old 07/13/2010, 20:05   #18
 
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Originally Posted by MonstersAbroad View Post
I asked HOW. Not someone to do it for me.
When it comes to high level hacks like that... NO ONE will say how. How is the same thing as a handout for this type of stuff. I can guarantee you if immune or someone came on here and was like "here's how a proper teleport hack works!" within a week there would be like a billion new proxies competing with their own... They do NOT want that and it WILL NOT happen.

Asking for if something is possible is all well and good... but your question has been answered quite concisely. If I were you I'd just leave it as it is. Some very knowledgeable members have already said here that a proper teleport hack simply does not exist currently... if they are telling the truth or not is not the issue... the fact is you've gotten what you need, your answer.

To create a fake teleport hack, create a proxy, give it speed hack functionality and then use a path finding algorithm to get from your current location to the map/x/y that you want to be at (MUST be possible to get there via normal jumping).

Have fun,
P4N
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Old 07/13/2010, 20:18   #19
 
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Originally Posted by MonstersAbroad View Post
I asked HOW. Not someone to do it for me.
Also let me just say this.

You act like an ******* to people, k?
No one's going to help you, k?

So go away, k?
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Old 07/21/2010, 10:48   #20
 
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LOL i remember this used it for a while **** was locked down tight i think i sent what was left to you pro4never years ago but eh its not gonna come out anytime if ever agian.
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Old 03/01/2011, 04:16   #21
 
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Originally Posted by Ian* View Post
Anways, there are two ways that I personally know of one of which ways doesn't use jumping at all, but obviously needs to have X/Y coords included in the packet. As ya know there aren't that many so that one is easy to figure out.

As far as the one with timestamps go, can't really shed to much light upon that one since I was told how it worked by someone else. It's much more efficient. But quite odd as well
Can anyone give me a reasonable hint as to this second method? I'm not asking for a hand out like the OP; I just can't think of anything that might work/where to start.
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Old 03/01/2011, 15:50   #22
 
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Can anyone give me a reasonable hint as to this second method? I'm not asking for a hand out like the OP; I just can't think of anything that might work/where to start.
Nice like 5 month bump...

That being said just look at my proxy source code...

*cough* shift

and yes, still works fine.
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Old 03/02/2011, 05:17   #23
 
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Originally Posted by pro4never View Post
Nice like 5 month bump...

That being said just look at my proxy source code...

*cough* shift

and yes, still works fine.
There's a problem with bumping?

And, I'm referring to the method involving (some manipulation of?) timestamps.
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Old 03/02/2011, 05:55   #24
 
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You should not be bumping a thread that hasn't been replied to for more than say a week or so... to do so is generally frowned upon and referred to as 'necroing' a topic.

The thread was dead and should generally be left that way.


Timestamp manipulation can easily be done but I personally dislike messing with timestamps.. I'm sure there are better ways then I was doing though.

Certain forms of invalid packets to tq for all intensive purposes reset your last timestamp meaning you can boost the timestamp you are using and send a new jump. It's what I was using for my speedhack system on my last proxy... that being said I'm still positive there are FAR better ways to speedhack (last I heard there were like 4-5 different ones lol).

Thing is... any of the good/efficient/stable ones will obviously be kept closely guarded as posting information about them would just be begging for tq to fix their holes.

But yah, shifting is super fast and there's perfectly good examples of how to use it so that's always an easy option.
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Old 03/02/2011, 08:17   #25
 
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Originally Posted by pro4never View Post
You should not be bumping a thread that hasn't been replied to for more than say a week or so... to do so is generally frowned upon and referred to as 'necroing' a topic.

The thread was dead and should generally be left that way.


Timestamp manipulation can easily be done but I personally dislike messing with timestamps.. I'm sure there are better ways then I was doing though.

Certain forms of invalid packets to tq for all intensive purposes reset your last timestamp meaning you can boost the timestamp you are using and send a new jump. It's what I was using for my speedhack system on my last proxy... that being said I'm still positive there are FAR better ways to speedhack (last I heard there were like 4-5 different ones lol).

Thing is... any of the good/efficient/stable ones will obviously be kept closely guarded as posting information about them would just be begging for tq to fix their holes.

But yah, shifting is super fast and there's perfectly good examples of how to use it so that's always an easy option.
Good to know about "necroing" rofl.

Didn't know about the resetting of timestamps, maybe that's the tip I needed.

Yea I understand and support the privacy. Seen so many thing patched because of public releases, sigh.

I've been "shifting" for a while now; I was just looking to broaden my knowledge when I came across this thread and ian's post.

Thnx for the response.
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Old 03/02/2011, 11:41   #26
 
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Originally Posted by pro4never View Post
You should not be bumping a thread that hasn't been replied to for more than say a week or so... to do so is generally frowned upon and referred to as 'necroing' a topic.
A bump is better than wasting database space on making a thread, but a useless bump that's offtopic or contains no information related to the topic is not needed.

If you get me
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Old 03/03/2011, 17:25   #27
 
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1 method - send the attack packet and set the target uid to your own characters uid with X/Y coords at the spot you want to jump, it has like a 5 step range that way.

another method is to replace your original jump packet with another one that has an invalid map id, followed by sending another jump packet with timestamp + 2000.
you do that for each real jump the user makes, just block the real jump and send one with invalid map id and another with timestamp + 2000, it has regular jump range.

edit:
Code:
        public void Portal(uint num)
        {
            _client.SendPacket(GeneralPacket(0, 0, 0, UID, (uint)Environment.TickCount, 85, 0, 0, 0, num));
        }
you can also use portals from anywhere on the map (most maps). portal ids are different from map id's and usually the maps first portal is 0 and scales upwards.

idk what general packet looks like now (been a while since i played..)
here's what it was back when i played.
Code:
       unsafe public Byte[] GeneralPacket(ushort data1, ushort data2, uint id, uint data3, uint timeStamp, uint subtype, ushort data4, ushort data5, uint data6, uint data7)
        {
            UInt16 Size = 0x25;
            UInt16 Type = 0x271A;
            Byte[] Packet = new Byte[Size];
            fixed (Byte* ptr = Packet)
            {
                *((ushort*)(ptr + 0)) = (ushort)Size;
                *((ushort*)(ptr + 2)) = (ushort)Type;
                *((uint*)(ptr + 4)) = (uint)id;
                *((ushort*)(ptr + 8)) = (ushort)data1;
                *((ushort*)(ptr + 10)) = (ushort)data2;
                *((uint*)(ptr + 12)) = (uint)data3;
                *((uint*)(ptr + 16)) = (uint)Environment.TickCount;
                *((uint*)(ptr + 20)) = (uint)subtype;
                *((ushort*)(ptr + 24)) = (ushort)data4;
                *((ushort*)(ptr + 26)) = (ushort)data5;
                *((uint*)(ptr + 28)) = (uint)data6;
                *((uint*)(ptr + 32)) = (uint)data7;
            }
            return Packet;
        }
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Old 03/03/2011, 20:12   #28
 
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Interesting, prepare to get flamed by pretty much everyone, lol. I already knew about the first method but the second method was a new to me.

Good luck with the flames.
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Old 03/03/2011, 20:19   #29
 
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Originally Posted by tanelipe View Post
Interesting, prepare to get flamed by pretty much everyone, lol. I already knew about the first method but the second method was a new to me.

Good luck with the flames.
I knew the 2nd, but not the first. hahaha
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Old 03/03/2011, 20:43   #30
 
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I didn't know about the portal thing... interesting.

The timestamp can also be done with -1 and actually makes it more stable iirc if you do a fun lil calculation to see how long since the last stamp it's been but I forget the calc.

Essentially the invalid map resets the timestamp it seems.
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