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  1. #1
    gamingmillion2's Avatar
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    Post Making Autonexus with Fresh AssembleGameClient in JPEXS

    I was wondering if anyone knew how to make autonexus inside JPEXS. Or if there is any way more efficient solution.

    Thanks in advance!

  2. #2
    toddddd's Avatar
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    Quote Originally Posted by gamingmillion2 View Post
    ...Or if there is any way more efficient solution....
    Use the plugin for k-relay? Its better then any autonexus that you might be able to build into the client.

  3. #3
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    Quote Originally Posted by toddddd View Post
    Use the plugin for k-relay? Its better then any autonexus that you might be able to build into the client.
    Can you link me the official release of K-relay. I know that Krazyshank is currently developing a newer version of the K-relay.

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    Quote Originally Posted by toddddd View Post
    Use the plugin for k-relay? Its better then any autonexus that you might be able to build into the client.
    It's because I want it to be simple for the people, who do not want "tons of things" to download. They just want the .swf file, to have autonexus of the client.

    If you know how to make the autonexus inside of the Decompiler. Can you explain to me? If you have time of course

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    toddddd's Avatar
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    Quote Originally Posted by gamingmillion2 View Post
    Can you link me the official release of K-relay. I know that Krazyshank is currently developing a newer version of the K-relay
    Latest k-relay build (no plugins): https://www.mpgh.net/forum/showthread.php?t=1210427



    Outdated k-relay build but has plugins: https://www.mpgh.net/forum/showthread.php?t=1199693 so just add the updated lib k relay dll to the k-relay folder of this download.

  5. #5
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    Quote Originally Posted by toddddd View Post
    Use the plugin for k-relay? Its better then any autonexus that you might be able to build into the client.
    Actually you can simply remake the autonexus plugin inside the swf.
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  6. #6
    toddddd's Avatar
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    Quote Originally Posted by PKTINOS View Post
    Actually you can simply remake the autonexus plugin inside the swf.
    Hmm im not good enough at bytecode programming to make the autonexus plugin inside the client with JPEX. Its not hard to add a simple autonexus inside the client that nexuses if hp < hp%, but to make one that works like the autonexus plugin and predicts damage/drops hit packet to nexus inside the client seems a bit hard. Im know its possible, just seems a bit hard/unnecessary.

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    Quote Originally Posted by toddddd View Post
    Hmm im not good enough at bytecode programming to make the autonexus plugin inside the client with JPEX. Its not hard to add a simple autonexus inside the client that nexuses if hp < hp%, but to make one that works like the autonexus plugin and predicts damage/drops hit packet to nexus inside the client seems a bit hard. Im know its possible, just seems a bit hard/unnecessary.
    Yeah I'm just saying, it is possible, you can change what the client does upon a PlayerHit packet, which is part of what OPAutonexus does, and have a better autonexus.
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  8. #8
    059's Avatar
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    Quote Originally Posted by toddddd View Post
    Use the plugin for k-relay? Its better then any autonexus that you might be able to build into the client.
    Not necessarily. I implemented zautonexus into my as3 client.

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  10. #9
    toddddd's Avatar
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    Quote Originally Posted by 059 View Post
    Not necessarily. I implemented zautonexus into my as3 client.
    That looks awesome. Your saying zautonexus, does that mean you are tracking bullets and nexus before they hit? Or do you mean like the opautonexus/autonexus plugin that doesnt do anything until it gets the playerhit packet?

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    059's Avatar
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    Quote Originally Posted by toddddd View Post
    That looks awesome. Your saying zautonexus, does that mean you are tracking bullets and nexus before they hit? Or do you mean like the opautonexus/autonexus plugin that doesnt do anything until it gets the playerhit packet?
    Zautonexus is another program which paid, not on mpgh, it does playerhit stuff plus some other calculations. The client mod calculates health on any incoming damage, accounts for vitality, bleeding, drowning, healing (health is completely independent from server except when initially connecting, like zauto), and accounts for heals and paladin seals (which are actually really damn annoying since there is no way to know if you receive the buff or not - there's no +heal notification).
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