i haven't gotten to analyzing this packet yet, as my bot isn't near this point, hell, its not even decrypting/reencrypting the packets yet. I also haven't looked at the jump packet, but would there be a chunk of the movement packet saying wether its on the ground, or in the air? If not, its definatly seperate packets. Ill look into it once my bots encrypting/decrypting the packets.
Originally posted by Robsta@Mar 15 2006, 01:45 i haven't gotten to analyzing this packet yet, as my bot isn't near this point, hell, its not even decrypting/reencrypting the packets yet. I also haven't looked at the jump packet, but would there be a chunk of the movement packet saying wether its on the ground, or in the air? If not, its definatly seperate packets. Ill look into it once my bots encrypting/decrypting the packets.
nvm, got it, thanks unknownone and ultimation
whats your bot gona do, and for christ sake dont release it
well.. i personally didnt study the packets indepth, but... its either a seperate packet for running/flying, or the same one. if the 'spawn' packet contains info about flying, then the client probably records that so and so is in flight, so any movement packets will be shown as flying. or, its a completely different packet. however, from what ive seen is. if you jump unto the screen where an archer is already flying. you can actually see him standing, and then take off just as he appears in your fov. so probability is that the packets are the same, and that the spawn packets contains a 'flying' argument.
Originally posted by camo@Mar 15 2006, 16:49 well.. i personally didnt study the packets indepth, but... its either a seperate packet for running/flying, or the same one. if the 'spawn' packet contains info about flying, then the client probably records that so and so is in flight, so any movement packets will be shown as flying. or, its a completely different packet. however, from what ive seen is. if you jump unto the screen where an archer is already flying. you can actually see him standing, and then take off just as he appears in your fov. so probability is that the packets are the same, and that the spawn packets contains a 'flying' argument.
Its not, its just the jump packet.
You see CO packets are dynamic.
That means (in Qonquers terms) they 'Morph'
So you you have this packet
987654321 - (obviosly not a real CO packet)
now becasue the byte in place 4 is 6 that means that the byte in spot 5 means a cord, not a player id.
Stuff like that.
So with 1 packet type you can have different morphs of the packets. This means alot less packet types to deal with.
The Action packet is a prime example of this, so depending on the data in specific bytes, other bytes mean differnt things.
Mangos NPC movement 05/08/2010 - WoW Private Server - 3 Replies heyho, ich suche ne Möglichkeit Mobs auf meiner 3.1.3er Mangos DB moven zu lassen.
wenn ich neue einheiten spawne stehen die nämlich nur blöd in der Gegend rum.
gibt es da Möglichkeiten ?
MOvement speed value 12/15/2009 - Atlantica Online - 0 Replies can someone tell me how to find movement speed value in CE plz?
3d movement? how? 06/21/2009 - General Coding - 7 Replies Hi guys,
Well, i can use...
1. Autoscript
2. a packet bot
3. direct ingame manipulation ( the way i wanna try )
Any method has its benefits.
1.
WoW - No movement while feared 06/22/2005 - WoW Exploits, Hacks, Tools & Macros - 0 Replies When you fight mobs that fear, and you dont want to get feared into other mobs to get aggro. all you gotta do is walk backwards while fighting that mob. What this does, is, when you get feared, you remain in same spot until the fear wears off, then u can go back to beating the crap out of the mob.
I usually walk in a backwards circle, since the mob follows.
this also works in pvp. only thing is, whoever does the fearing wont follow u when u walk backwards.
When you are fighting...