(Coordinates) InfoCharacter.CharacterCoordinates And Destination are used like this:
Code:
public class Coordinates
{
public float X;
public float Y;
public float Z;
public float DisplayX { get { return (float)Math.Round((X + 4000) / 10, 1); } }
public float DisplayY { get { return (float)Math.Round((Y + 5500) / 10, 1); } }
public float DisplayZ { get { return (float)Math.Round(Z / 10, 1); } }
public Coordinates()
{
X = 0;
Y = 0;
Z = 0;
}
public Coordinates(float x, float y, float z)
{
this.X = x;
this.Y = y;
this.Z = z;
}
public Coordinates(Coordinates Coords)
{
this.X = Coords.X;
this.Y = Coords.Y;
this.Z = Coords.Z;
}
public float Range3D(Coordinates Dest)
{
float dX = X - Dest.X;
float dY = Y - Dest.Y;
float dZ = Z - Dest.Z;
return (float)Math.Round(Math.Sqrt(dX * dX + dY * dY + dZ * dZ), 1);
}
public float Range2D(Coordinates Dest)
{
float dX = X - Dest.X;
float dZ = Z - Dest.Z;
return (float)Math.Sqrt(dX * dX + dZ * dZ);
}
}
The problem is that the MoveByPackets does nothing. I thought i had the wrong offset on SendPacket_Adress and SendPacket_Adress, but not since i use functions SelectTarget, RegularAttack, PickUpItem they work.
If you have an idea of the problem or if you have any questions do not hesitate to post.
I would be interest in just performing a simple "jump". I tried to use this structure with current coordinates and 28 as movetype...but i dont know the speed and counter so i guess thats why its not working.
Does anyone know how to do a simple "jump" just by sending a packet like this?
I would be interest in just performing a simple "jump". I tried to use this structure with current coordinates and 28 as movetype...but i dont know the speed and counter so i guess thats why its not working.
Does anyone know how to do a simple "jump" just by sending a packet like this?
If you mean an actual ingame jump, it's actually several movement packets and it's prolly easier to do by calling the jump function. If you just mean going 'speed' meters up into the air, you will definitely need the counter or the packet will never be processed. Speed is generally just 5 m/s when unbuffed.
I actually hate the jump function. You need 3 static addresses, and action struct. It's a ***** to maintain, and it's not very stable when I tested it. Packets would be the way to go.
Guess with my programming abilities atm this wont work out but thanks alot for your help =)
It's more a thing of maths (or rather physics) than programming.
What you need to do is calculate points on trajectory path for a projectile.
It's not the easiest thing to do, however real world examples can be greatly simplified for PW, since you can exclude air drag, wind and some other forces associated with projectiles in real world.
What you should take into account is gravity (PW uses roughly same gravitational acceleration as objects on Earth, which is about 9.8m/ss).
Points on trajectory path should be calculated for each time T where T2-T1 (or delta T) is about 500ms, since that's how often motion packets are sent.
You will also need to know initial speed of a projectile (character) and the angle at which it is thrown (jumps).
I should also point out, that my tests with packets for free falling objects indicate that while there is no terminal velocity for falling objects, server is very accurate regarding speed an object is allowed to reach in free fall as well as acceleration.
For this reason I find using gravitational acceleration of less than 9.8m/ss is beneficial for higher lags (150-250ms), for example I had good results with 9.0-9.4 m/ss, depending on lag.
This is something to be weary of when calculating second part of trajectory (free fall part).
It is entirely possible that you can further simplify trajectory and still be ok with server, but that's down to trial and error.
Thanks for your input =)
I will try this out a bit tomorrow - i also think there is a different in gravity if u are in an instance like frost or outside in worldmap.
If i manage to get something to work i will repost it.
Running Function 2 after Function 1 finished 09/15/2013 - AutoIt - 3 Replies Hey, its me again.
Im stuck on a problem since yesterday and as much as i hate to ask for help, i really dont know what else to try. I want Function 2 to run after Function 1 has finished. I tried GuiCtrlSetOnEvent and MsgLoop, but i dont really understand it. I tried to read tutorials but they didnt help at all.
The line that are underline is what im talking about. I want gamestart() to run first and when its finished, i want iniviteteam() to run.
#AutoIt3Wrapper_UseX64=n...
Function Box 09/27/2011 - Combat Arms - 5 Replies Hey
undzwar hab ich eine frage
von den DailyJob kriegt man ja auch eine Function box
und wollte fragen ob man da nur wsachen für 1 day oder mehrere tage bekommen kann
bedanke mcih schonmal für eure antworten :)
[VIP-function] ToxicSYS [VIP-function] 08/14/2010 - WarRock Hacks, Bots, Cheats & Exploits - 1 Replies heeeey E-pvpers :pimp:
this is a new hack by TSYS
Status : UNDETECTED
Functions (VIDEO) :
YouTube - WarRock - Bikini event VIP hack
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ich habe eine SpeicherAdresse (007B4750) und in ihr ist wohl eine function mit folgender struct
(X,Y,Z :Integer) : Integer
so... wie kann ich nun diese func mir zu nutze machen und sie so zu sagen aktivieren? Ich habe folgendes versucht.
==========================================
var
Processhandle: THandle;
WindowHandle, Pidi,