Ahh that makes sense actually.
So would that mean if i created a 'fake' time stamp i could jump as fast as i wanted server side? (Eg, boost the user's stamp by 700 ms each action).
I'm thinking that maybe i can just pull a time stamp from one of their legit packets and store a stamp per character... or is that just a dumb way of doing it?
Thanks so much for the help.
<edit>
Ok so I'm PART way there with time stamps (I think I need to over-write the incoming ones as well... cause this is getting silly)
My test method (very, very basic) was to set time stamp = 0 on character login, then when receiving general data packet, if the time stamp for that character is 0, set it to the incoming time stamp.
Then in my main bot thread I simply run a foreach loop through connected clients and += their time stamp with the speed of the bot thread (for testing purposes I increased the speed of it so that it runs every 5 ms)
It works in that other players using it can make a few jumps/kills no problems but in the long run it's not a stable method for use.
I'll write a Push version of my function to over-write packets being sent from the client and server and over-write the existing time stamp (I assume that's all it is, another packet being sent from the client or server using a different time stamp that then causes the client to dc)
Anyone in the know: That will work? or am I simply fooling myself here? I'd rather not go and find the time stamp offset for every imaginable incoming/outgoing packet and read-overwrite it if it's not even going to make much/any difference lol.
Also if I boost the time stamp will that then let me run my speed hack properly? (Eg: boost the time stamp by 750 each jump and then send it more often even when not in xp mode?)
In theory it all makes sense but never having done this stuff before, I'd appreciate some advice.
Ooh and I did a TINY bit more on the client (reads input fields, connects to the proxy server and the proxy server receives the connection/sends a packet.
Just need to run server side verification of data and manage the GUI side thread for managing incoming/outgoing packets. After that should be easssyy.
Finally finished up some needed features i was putting off.
TimeStamp: push:
packets being sent and received have their time stamp modified by the proxy (so far i did general data and attack. Is there others that should be done to avoid dcing from messed time stamps?)
Paths:
sql based server path system. This will store default paths people can chose from or they can create/save/load their own eventualy through the gui. Db stores the path id, map, points and path description. They are loaded on server start.
Modified my no mobs in range jump to go towards active point. If within range of point, it will cycle to the next point (or point 0 if at last one). Note, jumps are still random + dmap checker so it doesn't follow an exact route (good imo)
So! This brings me to some minor news that i'm sure no one will find shocking.
Proxy is advancing very quickly so i MAY need a few testers soon. Proxy will be up for very short bits of time in which people can logon and test features/report bugs. It's NOT intended as a fully functional bot yet lol.
Lemme know in the thread if you'd be willing to lend a hand in testing sometime.
Also; i WILL need some help in the long run (the gui, recording paths, building website/databases, etc). No huge packet knowledge is required but you should know what you're doing lol (artists would be awesome cause i fail hardcore at graphics). Pm me or reply if you think the project looks interesting.
Yay for progress!
pro4never
<edit>
So time stamp is still a bit wonky.
For now what I'm doing is over-writing outgoing timestamps using a timestamp from the proxy... it's working for now and others are botting just fine but in the long run that will need to be changed.
REQUEST
Any advice on the best way to do a PROPER time stamp system? (So that I can run speedhack and such without running into issues)
I just need to modify outgoing TimeStamps correct? or will that run into problems?
Path system is sorta... ok... it works in that it keeps you within a certain area and it hunts much more efficiently but it needs tweaking so that you go more directly to the next point.
Ninja hunt speed is still slow. I assume this is due to timestamps? What's the best way to run ninja hunting at a decent speed? as it is right now I can't use fatal strike any faster than ~700 ms.... which is strange cause I could have sworn my speed was faster than that before.
What I'm doing right now for fatal strike is
If mob inrange && last attack was more than jump speed ago
send attack packet/set char coords to mob x/y (shifted for mob direction)
So past that I SHOULD just need to boost time stamp and that will let me attack faster? or am I just confusing myself here?