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Action Struct (Walking) - What am I doing wrong?
Discussion on Action Struct (Walking) - What am I doing wrong? within the Perfect World forum part of the MMORPGs category.
05/06/2012, 20:27
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#1
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Action Struct (Walking) - What am I doing wrong?
Fixed.
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05/06/2012, 20:51
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#2
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Not sure what you're doing wrong, but you're definitely mixing up Y and Z.
You should call it _Move_Player(500.0, 0, 500.0, -1.0)
try adding these to yrou actionstruct:
off_player_actStruct_list_move_error1 0x34
off_player_actStruct_list_move_error2 0x3C
Code:
Dim $ACTION_ERROR1_OFFSET[7]
$ACTION_ERROR1_OFFSET[1] = 0x1C
$ACTION_ERROR1_OFFSET[2] = 0x34
$ACTION_ERROR1_OFFSET[3] = 0x1010
$ACTION_ERROR1_OFFSET[4] = 0x30
$ACTION_ERROR1_OFFSET[5] = 0x4
$ACTION_ERROR1_OFFSET[6] = 0x34
Dim $ACTION_ERROR2_OFFSET[7]
$ACTION_ERROR2_OFFSET[1] = 0x1C
$ACTION_ERROR2_OFFSET[2] = 0x34
$ACTION_ERROR2_OFFSET[3] = 0x1010
$ACTION_ERROR2_OFFSET[4] = 0x30
$ACTION_ERROR2_OFFSET[5] = 0x4
$ACTION_ERROR2_OFFSET[6] = 0x3C
_MemoryPointerWrite($REAL_BASE_ADDRESS, $MEMORY_HANDLE, $ACTION_ERROR1_OFFSET, 0)
_MemoryPointerWrite($REAL_BASE_ADDRESS, $MEMORY_HANDLE, $ACTION_ERROR2_OFFSET, 0)
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05/06/2012, 21:05
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#3
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Join Date: Jul 2009
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Fixed.
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05/06/2012, 22:49
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#4
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Quote:
Originally Posted by Shortpants
If you meant it like this,, it didn't work
Code:
#RequireAdmin
#include <NomadMemory.au3>
HotKeySet("{END}", "_KillProcess")
Dim $REAL_BASE_ADDRESS = 0x00A521C0
Dim $ACTION_MOVE_ACTION[6]
$ACTION_MOVE_ACTION[1] = 0x1C
$ACTION_MOVE_ACTION[2] = 0x34
$ACTION_MOVE_ACTION[3] = 0x1010
$ACTION_MOVE_ACTION[4] = 0x30
$ACTION_MOVE_ACTION[5] = 0x4
Dim $ACTION_FINISHED_OFFSET[7]
$ACTION_FINISHED_OFFSET[1] = 0x1C
$ACTION_FINISHED_OFFSET[2] = 0x34
$ACTION_FINISHED_OFFSET[3] = 0x1010
$ACTION_FINISHED_OFFSET[4] = 0x30
$ACTION_FINISHED_OFFSET[5] = 0x4
$ACTION_FINISHED_OFFSET[6] = 0x8
Dim $ACTION_START_OFFSET[7]
$ACTION_START_OFFSET[1] = 0x1C
$ACTION_START_OFFSET[2] = 0x34
$ACTION_START_OFFSET[3] = 0x1010
$ACTION_START_OFFSET[4] = 0x30
$ACTION_START_OFFSET[5] = 0x4
$ACTION_START_OFFSET[6] = 0x14
Dim $ACTION_X_OFFSET[7]
$ACTION_X_OFFSET[1] = 0x1C
$ACTION_X_OFFSET[2] = 0x34
$ACTION_X_OFFSET[3] = 0x1010
$ACTION_X_OFFSET[4] = 0x30
$ACTION_X_OFFSET[5] = 0x4
$ACTION_X_OFFSET[6] = 0x20
Dim $ACTION_Y_OFFSET[7]
$ACTION_Y_OFFSET[1] = 0x1C
$ACTION_Y_OFFSET[2] = 0x34
$ACTION_Y_OFFSET[3] = 0x1010
$ACTION_Y_OFFSET[4] = 0x30
$ACTION_Y_OFFSET[5] = 0x4
$ACTION_Y_OFFSET[6] = 0x24
Dim $ACTION_Z_OFFSET[7]
$ACTION_Z_OFFSET[1] = 0x1C
$ACTION_Z_OFFSET[2] = 0x34
$ACTION_Z_OFFSET[3] = 0x1010
$ACTION_Z_OFFSET[4] = 0x30
$ACTION_Z_OFFSET[5] = 0x4
$ACTION_Z_OFFSET[6] = 0x28
Dim $ACTION_HEIGHT_OFFSET[7]
$ACTION_HEIGHT_OFFSET[1] = 0x1C
$ACTION_HEIGHT_OFFSET[2] = 0x34
$ACTION_HEIGHT_OFFSET[3] = 0x1010
$ACTION_HEIGHT_OFFSET[4] = 0x30
$ACTION_HEIGHT_OFFSET[5] = 0x4
$ACTION_HEIGHT_OFFSET[6] = 0x68
Dim $ACTION_UNK1[7]
$ACTION_UNK1[1] = 0x1C
$ACTION_UNK1[2] = 0x34
$ACTION_UNK1[3] = 0x1010
$ACTION_UNK1[4] = 0x30
$ACTION_UNK1[5] = 0x4
$ACTION_UNK1[6] = 0x64
Dim $ACTION_UNK2[7]
$ACTION_UNK2[1] = 0x1C
$ACTION_UNK2[2] = 0x34
$ACTION_UNK2[3] = 0x1010
$ACTION_UNK2[4] = 0x30
$ACTION_UNK2[5] = 0x4
$ACTION_UNK2[6] = 0x6C
Dim $ACTION_MOVE_TYPE_OFFSET[7]
$ACTION_MOVE_TYPE_OFFSET[1] = 0x1C
$ACTION_MOVE_TYPE_OFFSET[2] = 0x34
$ACTION_MOVE_TYPE_OFFSET[3] = 0x1010
$ACTION_MOVE_TYPE_OFFSET[4] = 0x30
$ACTION_MOVE_TYPE_OFFSET[5] = 0x4
$ACTION_MOVE_TYPE_OFFSET[6] = 0x2C
Dim $ACTION_NEW_ACTION_TYPE[5]
$ACTION_NEW_ACTION_TYPE[1] = 0x1C
$ACTION_NEW_ACTION_TYPE[2] = 0x34
$ACTION_NEW_ACTION_TYPE[3] = 0x1010
$ACTION_NEW_ACTION_TYPE[4] = 0xC
Dim $ACTION_SET_NEXT_ACTION[5]
$ACTION_SET_NEXT_ACTION[1] = 0x1C
$ACTION_SET_NEXT_ACTION[2] = 0x34
$ACTION_SET_NEXT_ACTION[3] = 0x1010
$ACTION_SET_NEXT_ACTION[4] = 0x18
Dim $ACTION_SET_NEW_ACTION_TYPE[5]
$ACTION_SET_NEW_ACTION_TYPE[1] = 0x1C
$ACTION_SET_NEW_ACTION_TYPE[2] = 0x34
$ACTION_SET_NEW_ACTION_TYPE[3] = 0x1010
$ACTION_SET_NEW_ACTION_TYPE[4] = 0x14
Dim $ACTION_ERROR1_OFFSET[7]
$ACTION_ERROR1_OFFSET[1] = 0x1C
$ACTION_ERROR1_OFFSET[2] = 0x34
$ACTION_ERROR1_OFFSET[3] = 0x1010
$ACTION_ERROR1_OFFSET[4] = 0x30
$ACTION_ERROR1_OFFSET[5] = 0x4
$ACTION_ERROR1_OFFSET[6] = 0x34
Dim $ACTION_ERROR2_OFFSET[7]
$ACTION_ERROR2_OFFSET[1] = 0x1C
$ACTION_ERROR2_OFFSET[2] = 0x34
$ACTION_ERROR2_OFFSET[3] = 0x1010
$ACTION_ERROR2_OFFSET[4] = 0x30
$ACTION_ERROR2_OFFSET[5] = 0x4
$ACTION_ERROR2_OFFSET[6] = 0x3C
Dim $PROCESS_IDENTIFIER = WinGetProcess("Perfect World International")
Dim $MEMORY_HANDLE = _MemoryOpen($PROCESS_IDENTIFIER)
_Move_Player(500.0, 0.0, 500.0, -1.0)
_KillProcess()
Func _Move_Player($DESTINATION_X, $DESTINATION_Y, $DESTINATION_Z, $HEIGHT)
_MemoryPointerWrite($REAL_BASE_ADDRESS, $MEMORY_HANDLE, $ACTION_ERROR1_OFFSET, 0)
_MemoryPointerWrite($REAL_BASE_ADDRESS, $MEMORY_HANDLE, $ACTION_ERROR2_OFFSET, 0)
$MOVE_ACTION = _MemoryPointerRead($REAL_BASE_ADDRESS, $MEMORY_HANDLE, $ACTION_MOVE_ACTION)
_MemoryPointerWrite($REAL_BASE_ADDRESS, $MEMORY_HANDLE, $ACTION_FINISHED_OFFSET, 0)
_MemoryPointerWrite($REAL_BASE_ADDRESS, $MEMORY_HANDLE, $ACTION_START_OFFSET, 1)
_MemoryPointerWrite($REAL_BASE_ADDRESS, $MEMORY_HANDLE, $ACTION_X_OFFSET, $DESTINATION_X, "float")
_MemoryPointerWrite($REAL_BASE_ADDRESS, $MEMORY_HANDLE, $ACTION_Y_OFFSET, $DESTINATION_Y, "float")
_MemoryPointerWrite($REAL_BASE_ADDRESS, $MEMORY_HANDLE, $ACTION_Z_OFFSET, $DESTINATION_Z, "float")
_MemoryPointerWrite($REAL_BASE_ADDRESS, $MEMORY_HANDLE, $ACTION_HEIGHT_OFFSET, $HEIGHT, "float")
_MemoryPointerWrite($REAL_BASE_ADDRESS, $MEMORY_HANDLE, $ACTION_UNK1, 26624)
_MemoryPointerWrite($REAL_BASE_ADDRESS, $MEMORY_HANDLE, $ACTION_UNK2, 65536)
_MemoryPointerWrite($REAL_BASE_ADDRESS, $MEMORY_HANDLE, $ACTION_MOVE_TYPE_OFFSET, 0)
_MemoryPointerWrite($REAL_BASE_ADDRESS, $MEMORY_HANDLE, $ACTION_NEW_ACTION_TYPE, $MOVE_ACTION[1])
_MemoryPointerWrite($REAL_BASE_ADDRESS, $MEMORY_HANDLE, $ACTION_SET_NEXT_ACTION, 1)
_MemoryPointerWrite($REAL_BASE_ADDRESS, $MEMORY_HANDLE, $ACTION_SET_NEW_ACTION_TYPE, $MOVE_ACTION[1])
EndFunc ;==>_Move_Player
Func _KillProcess()
_MemoryClose($PROCESS_IDENTIFIER)
Exit
EndFunc ;==>_KillProcess
If this is easier with packets, then that is fine too. ( I have read some of your posts ). But it looked more complicated
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yeah, you don't wanna do it with packets. What exactly is going wrong? no movement at all? Try looking in memory what happens when you move normally and what happens when you put these values in.
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05/06/2012, 22:57
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#5
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elite*gold: 0
Join Date: Jul 2009
Posts: 39
Received Thanks: 0
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Quote:
Originally Posted by Interest07
yeah, you don't wanna do it with packets. What exactly is going wrong? no movement at all? Try looking in memory what happens when you move normally and what happens when you put these values in.
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Doh... Thank you for mentioning that, apparently these where the offsets from Genesis.
Actually.., isn't the Action Start supposed to change to 1 when I walk? Cause it stays on 0.
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