I think that I understood what you actually want. You want to movetouser and recall another user to your location.
Well, you can't do both of them at the same time, since it would appear like you're recalling in the middle of teleporting and before the spawn is confirmed, which will not work. The solution is to simply put a delay after the movetouser packet.
Check this picture from your parsing :
You are recalling the user while your GM is still teleporting. Do as I suggested above in your agent.cs
Code:
else if (packet.Opcode == 0x34B5) //spawn confirmation packet
{
Packet p = new Packet(0x34b6);
Send(p);
}
This will confirm any spawning your clientless do, without the need to put it in every packet you send that involves teleportation. Afterwards, put a delay after movetouser packet
Code:
Thread.Sleep(3000);
Then, you can use the recalluser, and it should work.
I think that I understood what you actually want. You want to movetouser and recall another user to your location.
Well, you can't do both of them at the same time, since it would appear like you're recalling in the middle of teleporting and before the spawn is confirmed, which will not work. The solution is to simply put a delay after the movetouser packet.
Check this picture from your parsing :
You are recalling the user while your GM is still teleporting. Do as I suggested above in your agent.cs
Code:
else if (packet.Opcode == 0x34B5) //spawn confirmation packet
{
Packet p = new Packet(0x34b6);
Send(p);
}
This will confirm any spawning your clientless do, without the need to put it in every packet you send that involves teleportation. Afterwards, put a delay after movetouser packet
Code:
Thread.Sleep(3000);
Then, you can use the recalluser, and it should work.
Yes, you understand what i want, but the log for the packet parser
i posted, is including the spawn confirmation and a proper delay time betwern the packets, thats the thing, and its still doesnt work, its still shows that it cant confirm the spawn when it should be, i will try again, n report back,
if ((current.Opcode == 0x3017) && (current.ReadUInt8() == 2))
{
Packet packet3 = new Packet(0x34b6);
Send(packet3);
}
just add it into your Agent thread.
Quote:
Originally Posted by LastThief*
What's your problem exactly ?
Quote:
Originally Posted by magicanoo
I think that I understood what you actually want. You want to movetouser and recall another user to your location.
Well, you can't do both of them at the same time, since it would appear like you're recalling in the middle of teleporting and before the spawn is confirmed, which will not work. The solution is to simply put a delay after the movetouser packet.
Check this picture from your parsing :
You are recalling the user while your GM is still teleporting. Do as I suggested above in your agent.cs
Code:
else if (packet.Opcode == 0x34B5) //spawn confirmation packet
{
Packet p = new Packet(0x34b6);
Send(p);
}
This will confirm any spawning your clientless do, without the need to put it in every packet you send that involves teleportation. Afterwards, put a delay after movetouser packet
Code:
Thread.Sleep(3000);
Then, you can use the recalluser, and it should work.
guys, i have tried what you suggested, adding delays between packets, confirming the spawn well now here is the Log for the packets:
Put the 2 commands in a function in a separate thread, this will prevent the program from sleeping as a whole, only the function will sleep. Google "C# Threading".
Sending Packets 03/26/2019 - PW Hacks, Bots, Cheats, Exploits - 432 Replies As per Smurfin's request:
reposting of what I posted in the Prophet's bot thread.
some example of functions you could use with sending packets (AutoIt code, see link below for C#):
;////Code for sending packets.
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I am a novice programmer, and started programming in the language of Delphi!
there is a couple of my works Каталог файлов - PwRuf - уникальный бот для Perfect World!
But another question!
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