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any harvesting macros/bots out
Discussion on any harvesting macros/bots out within the General Gaming Discussion forum part of the General Gaming category.
01/05/2009, 16:12
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#16
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the auto walk would work but unfortunately you cant "target" the actual material... if you could do that making a bot wouldnt be hard but i cant get a value for the material.... can get one for harvesting and not harvesting but that does me no good... if any of you bot makers out there figure out how to get the material's datapoint value or even have an idea post it here so i can test it... if we do then i may be able to make a bot on it =D
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01/10/2009, 23:52
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#17
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fdb
well i think if there is a possibility to unpack/repack those fdb files in the fdb folder. it wouldnt be a problem to create a harvesting bot. ^^
cause i think with reediting the textures for the materials it would be easy to create a pixel bot ^^
so if someone know how to unpack that stuff it would be great if he/she would post it here ^^
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01/10/2009, 23:58
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#18
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Quote:
Originally Posted by 11lol11
well i think if there is a possibility to unpack/repack those fdb files in the fdb folder. it wouldnt be a problem to create a harvesting bot. ^^
cause i think with reediting the textures for the materials it would be easy to create a pixel bot ^^
so if someone know how to unpack that stuff it would be great if he/she would post it here ^^
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You don't really need to be able to extract fdb files todo that...
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01/11/2009, 00:02
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#19
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woooh.... what the hell is there a tutorial how to do that? ....
i'd like to know to do that. already searched this forum for "texture hack" and so on but without results, that would help me
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01/11/2009, 08:46
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#20
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würd auch gerne wissen wie du das gemacht hast
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01/11/2009, 13:23
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#21
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i think it would be possible to do that with cheatengine but my game always crashes everytime i try to hook into it. i tried xp 32bit and vista 64bit but both did not work for me.
@steinikeule
versuchs mal mit cheatengine und da über die directx mess funktion. hat bei mir leider nicht so recht geklappt aber ich denke damit könnte es möglich sein rom auf das zu reduzieren, was antheuz abgebildet hat
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01/11/2009, 14:20
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#22
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Join Date: Jul 2005
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Quote:
Originally Posted by 11lol11
i think it would be possible to do that with cheatengine but my game always crashes everytime i try to hook into it. i tried xp 32bit and vista 64bit but both did not work for me.
@steinikeule
versuchs mal mit cheatengine und da über die directx mess funktion. hat bei mir leider nicht so recht geklappt aber ich denke damit könnte es möglich sein rom auf das zu reduzieren, was antheuz abgebildet hat
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Ich weiß nicht ob Cheat Engine SetTransformation oder CreateVertex für das ESP hookt.
Ansonsten;
Code:
if(dMaterials)
{
hook = true;
DWORD dwOldZEnable = D3DZB_TRUE;
m_pD3Ddev->SetTexture(0, texGreen);
m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
m_pD3Ddev->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable);
m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
m_pD3Ddev->DrawIndexedPrimitive(Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, dwOldZEnable);
m_pD3Ddev->SetTexture(0, texRed);
m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
}
else
{
return S_OK;
}
Aus Kompabilitätsgründen habe ich Texturen genommen, man kann auch Shader verwenden um eine durchgehende, Rote Farbe zu haben.
Code:
#define dMaterials ((m_Stride == 32 && NumVertices == 43 && primCount == 78) || (m_Stride == 32 && NumVertices == 308 && primCount == 450) || (m_Stride == 32 && NumVertices == 199 && primCount == 360) || (m_Stride == 32 && NumVertices == 176 && primCount == 108) || (m_Stride == 32 && NumVertices == 594 && primCount == 471) || (m_Stride == 32 && NumVertices == 234 && primCount == 324) || (m_Stride == 32 && NumVertices == 811 && primCount == 784) || (m_Stride == 32 && NumVertices == 135 && primCount == 132) || (m_Stride == 32 && NumVertices == 194 && primCount == 136) || (m_Stride == 32 && NumVertices == 126 && primCount == 240))
Sind die ganzen Materialien für die Varansas & Logar Gebiete.
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01/12/2009, 12:15
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#23
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elite*gold: 0
Join Date: Jan 2008
Posts: 43
Received Thanks: 7
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Quote:
Originally Posted by Atheuz
Ich weiß nicht ob Cheat Engine SetTransformation oder CreateVertex für das ESP hookt.
Ansonsten;
Code:
if(dMaterials)
{
hook = true;
DWORD dwOldZEnable = D3DZB_TRUE;
m_pD3Ddev->SetTexture(0, texGreen);
m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
m_pD3Ddev->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable);
m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
m_pD3Ddev->DrawIndexedPrimitive(Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, dwOldZEnable);
m_pD3Ddev->SetTexture(0, texRed);
m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
}
else
{
return S_OK;
}
Aus Kompabilitätsgründen habe ich Texturen genommen, man kann auch Shader verwenden um eine durchgehende, Rote Farbe zu haben.
Code:
#define dMaterials ((m_Stride == 32 && NumVertices == 43 && primCount == 78) || (m_Stride == 32 && NumVertices == 308 && primCount == 450) || (m_Stride == 32 && NumVertices == 199 && primCount == 360) || (m_Stride == 32 && NumVertices == 176 && primCount == 108) || (m_Stride == 32 && NumVertices == 594 && primCount == 471) || (m_Stride == 32 && NumVertices == 234 && primCount == 324) || (m_Stride == 32 && NumVertices == 811 && primCount == 784) || (m_Stride == 32 && NumVertices == 135 && primCount == 132) || (m_Stride == 32 && NumVertices == 194 && primCount == 136) || (m_Stride == 32 && NumVertices == 126 && primCount == 240))
Sind die ganzen Materialien für die Varansas & Logar Gebiete.
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schön und gut deine codes ^^ aber was soll ich damit machen? wo müssen die hin?
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01/12/2009, 15:16
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#24
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elite*gold: 81
Join Date: Jul 2005
Posts: 1,921
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Quote:
Originally Posted by SteiniKeule
schön und gut deine codes ^^ aber was soll ich damit machen? wo müssen die hin?
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In das Pokemon Cheat-Menü, /facepalm.
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01/12/2009, 21:46
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#25
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elite*gold: 0
Join Date: Jan 2008
Posts: 43
Received Thanks: 7
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Quote:
Originally Posted by Atheuz
In das Pokemon Cheat-Menü, /facepalm.
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kannst du mir vll genau sagen mit welchem prog. du das machst? und wie.... thx
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01/13/2009, 14:25
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#26
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elite*gold: 0
Join Date: Jul 2007
Posts: 4
Received Thanks: 0
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erm das is ein stück quellcode für c++ (wenn ich mich irre bitte verbessern) und das kannse dafür benutzen um nen programm hook für rom zu erstellen, damit der nur noch bestimmte sachen mit bestimmten texturen rendert mal ganz grob gesagt. das kannse net einfahc iwo hinpacken, erst recht net wenn du nichteinmal weißt wofür es gut is ^^'...
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01/21/2009, 03:54
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#27
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elite*gold: 0
Join Date: Mar 2008
Posts: 16
Received Thanks: 4
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Quote:
Originally Posted by Atheuz
Ich weiß nicht ob Cheat Engine SetTransformation oder CreateVertex für das ESP hookt.
Ansonsten;
Code:
if(dMaterials)
{
hook = true;
DWORD dwOldZEnable = D3DZB_TRUE;
m_pD3Ddev->SetTexture(0, texGreen);
m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
m_pD3Ddev->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable);
m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
m_pD3Ddev->DrawIndexedPrimitive(Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, dwOldZEnable);
m_pD3Ddev->SetTexture(0, texRed);
m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
}
else
{
return S_OK;
}
Aus Kompabilitätsgründen habe ich Texturen genommen, man kann auch Shader verwenden um eine durchgehende, Rote Farbe zu haben.
Code:
#define dMaterials ((m_Stride == 32 && NumVertices == 43 && primCount == 78) || (m_Stride == 32 && NumVertices == 308 && primCount == 450) || (m_Stride == 32 && NumVertices == 199 && primCount == 360) || (m_Stride == 32 && NumVertices == 176 && primCount == 108) || (m_Stride == 32 && NumVertices == 594 && primCount == 471) || (m_Stride == 32 && NumVertices == 234 && primCount == 324) || (m_Stride == 32 && NumVertices == 811 && primCount == 784) || (m_Stride == 32 && NumVertices == 135 && primCount == 132) || (m_Stride == 32 && NumVertices == 194 && primCount == 136) || (m_Stride == 32 && NumVertices == 126 && primCount == 240))
Sind die ganzen Materialien für die Varansas & Logar Gebiete.
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so u made a bot for gathering ? can u explain in english pls ! ty
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01/21/2009, 06:58
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#28
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elite*gold: 0
Join Date: May 2005
Posts: 18
Received Thanks: 0
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yes plz explain to us and what language are u using for that script? micromacro? autoit? Tools?
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01/21/2009, 12:35
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#29
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elite*gold: 81
Join Date: Jul 2005
Posts: 1,921
Received Thanks: 2,239
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Quote:
Originally Posted by ketamine69
so u made a bot for gathering ? can u explain in english pls ! ty
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No, I did not.
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02/20/2009, 19:19
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#30
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elite*gold: 0
Join Date: Dec 2008
Posts: 13
Received Thanks: 0
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Wie funzt denn WorldMap_AutoMove(); genau?
/script WorldMap_AutoMove(x,y); geht wohl nich (wenn y+y jeweils nen wert haben...
kann mir da mal wer des Brett vorm kopp wegnehmen?
Danke
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