That's what resolves the pointer to the individual NPC structures.
Pointers are 4 byte in 32 bit processes, so that+ why it's i * 4. The i is the index, i.e the place where mob is found in list. I guess you're using unsorted mob list? I didn't check your offsets/code
That's what resolves the pointer to the individual NPC structures.
Pointers are 4 byte in 32 bit processes, so that+ why it's i * 4. The i is the index, i.e the place where mob is found in list. I guess you're using unsorted mob list? I didn't check your offsets/code
Edit : yeah, you are using unsorted one.
I am targeting mobs using packets.
It will select the first monster ( this takes a while because it's using packets to target), then it will wait until the target state ( BASE+0x34+0xBB4 ) is different than zero.
Then it will hit an other loop where it will wait until the monster is dead.
The thing is that it will try to target already-dead targets because they're not removed from the index instantly. Resulting in an infinite loop.
The only thing that I can think of ( since checking whether the current target is different than the last one, is still not fast enough ).. is to check the monster HP before actually targeting it. :-/
Since you stated such thing is impossible, then, what is a good different approach?
Which pop-ups a question, how would you integrate Anti- KillSteal?
Several ways really:
Before targeting a new mob for killing:
-check if it's full HP
-check if it isn't actively targeting something else (compare its targetId with your playerId and/or your petId, make sure its aggressive flag is also set)
-you could check if it's moving towards a certain player ('complicated')
-check if it's next to another player
-...
So just implement a function isMobAvailable(NPC* npc, int yourId) which uses 1 or more of the above checks and return a true or false.
Then whenever you're done killing your current target, loop through the npc list, check whether one of them is already attacking you (kill this first), and otherwise find the closest that is available.
Just a quick note... It's potentially helpful if you leave your posts intact when your problem is fixed rather than editing them to just "fixed" - That way, others can see if the problem relates to a similar problem they might be facing and if the thread is relevant to them
VB.NET Read Memory 11/08/2010 - .NET Languages - 1 Replies jo Hi,
Ich suche eine ReadMemory Function. Hat einer eine da?
Danke
[VB]Write Memory bzw Read Memory 06/26/2010 - .NET Languages - 8 Replies Hi
Ich hab das TuT von *Guidman* benütz um einen hack zu machen.
So aber nun hab ihc ein paar fragen könnte man memory teil kürzer machen und am besten wie kann man das selber machen weil ich will nihct immer C&P machen.
Und zu Read Memory kann man das auch machen das ein Label immer die Bestimmte Ahnzahl angiebt von dem Pointer?.(Wenn das Read Memory ist ?)
Bitte helf mir
Danke
Memory Read u.ä. 02/16/2010 - Metin2 - 2 Replies Moin,
ich wollte fragen ob es für Metin2 auch eine UDF für autoit (mit memory read) gibt. Also mir geht es eigentlich nur darum, dass ich einen Bot im HIntergrund laufen lassen kann und es möglich ist zu überprüfen wo der nächste gegner ist, diesen anzuklicken und wie viel hp/mp etc man noch hat.
-->Suche etwas "exateres" als z.B. PixelSearch/MousClick und etwas womit ich den Bot im Hintergrund laufen lassen kann.
Könnte mir jemand dazu ein Beispiel Script (bezogen auf Metin2) oder...
Read memory 06/27/2008 - Diablo 2 - 7 Replies Hallo, will mit readprocessmemory nen externes programm machen was mir energie usw protokoliert. Das problem ist nur, das D2 die adressen bei jedem neuen spiel immer verändert. Wie kann ich das umgehen? Brauch ich glaube nen pointer auf die richtige adresse, aber wie? Hat da jemand ahnung???