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[Lands Of The Forgotten Release] Pull Back
Discussion on [Lands Of The Forgotten Release] Pull Back within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.
09/08/2009, 04:24
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#16
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Join Date: Jun 2009
Posts: 787
Received Thanks: 314
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You're both ignorant, arrogant, annoying, stupid, and wrong.
Yes that means both of you.
Holy ****.
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09/08/2009, 05:15
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#17
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elite*gold: 20
Join Date: Dec 2006
Posts: 945
Received Thanks: 175
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Ouch
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09/08/2009, 15:11
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#18
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elite*gold: 0
Join Date: Sep 2009
Posts: 26
Received Thanks: 0
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Quote:
Originally Posted by Zion~
Incorrect usage, yes pull backs can stop you from trying to jump disconnect.
But they where actually made too stop speed hackers.
Your code is incomplete I believe.
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You dont even know why its "incomplete".
Quote:
Originally Posted by Empty Project
Incomplete? How so? It works perfectly fine...
Reads the distance between the previous step and the new step, If too great it will pull you back. To tell you the truth this was created for the very purpose of stopping people for disconnecting. Show your code and tell me your purpose, I can speed perfectly fine on a server with pullback. This pullback has nothing to do with speeding, It does not calculate how fast they are going but how far they are going in one single jump. So in fact, Your definition of pull back is incorrect.
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Indeed Zion was right...it is incomplete but he doesnt really know why its incomplete.
Quote:
Originally Posted by Empty Project
Code:
if (MyMath.PointDistance(PrevX, PrevY, NewX, NewY) > 15)
{
MyChar.Teleport(MyChar.LocMap, MyChar.LocX, MyChar.LocY);
SendPacket(General.MyPackets.SendMsg(MessageId,"SYSTEM", MyChar.Name, "PullBack!", 2011);
[B]retrun;
In case 133:
search for
Code:
ushort NewY = (ushort)((Data[0xf] << 8) + Data[0xe]);
Directly under that insert this code
//this way your server won't still change the LocX and LocY of the client.
}
You may also edit the > 15, The 15 is how many spaces between the previous step and the next step.
[/b]
Brought to you by Empty Project Forums
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Ready...now it is Complete.
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09/08/2009, 15:51
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#19
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Join Date: Sep 2008
Posts: 1,683
Received Thanks: 505
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The script I use is better, this is incomplete, you can still use Cheat Engine >_>.
I didn't code mine so won't release it.
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09/08/2009, 16:07
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#20
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elite*gold: 20
Join Date: Aug 2005
Posts: 1,734
Received Thanks: 1,000
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Code:
ushort nx = ...
if(PointDistance(Client.Entity.Location.X, Client.Entity.Location.Y, nx, ny) > 15) {
Teleport(Client.Entity.Location.Map.ID, Client.Entity.Location.X, Client.Entity.Location.Y);
Client.SendMessage("[PULLBACK: Jump too far]", ChatType.Center);
return;
}
nx/y = new x/y
ox/y = old x/y
You're comparing the nx, ny and ox, oy that you get from packets; One could just spoof the coordinates so it would fit your code. Instead of that you should check the nx and ny from the packet and ox and oy from your clients location.
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09/10/2009, 21:09
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#21
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elite*gold: 0
Join Date: Sep 2009
Posts: 249
Received Thanks: 17
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#request close
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09/10/2009, 22:01
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#22
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elite*gold: 1142
Join Date: Aug 2006
Posts: 2,464
Received Thanks: 1,161
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#Closed
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