So i was messing with the packets and suddenly had the Idea to automatically move to a certain location (like "/move 33:28" and he starts moving to X33, Y28).
So now i have made a function that prints me every move packet from the game into the log (to understand the packet) but i am still uncertain how i would move to a position via code.
How to handle the LocationRecords ?
- I mean how much should i move per record?
- How do i determain the time between each record?
- How many records per package should i send?
Also where should i hook the send-move-packet onto (tried "on Newtick package").
Any help would be appreciated!
Also if someone wants to help me if i encounter further problems you can Add me on IM
Last edited by Danny; 08-13-2019 at 06:07 AM.
Maik8 (08-13-2019)
Move packet is server-sided. That means that you can send move packet to server and server will update your location, but you wont see any changes in your client.
In order to update your position in client, you would have to use GOTO packet ( which has other intended function ). You can find more info here
https://www.mpgh.net/forum/showthread.php?t=1192749
Move packets are only usefull for clientless and you can leave location records as an empty array.
Maik8 (08-16-2019)
Not allowed to link git lmfao so this has to be approved first,
Maik8 (08-16-2019),miho1 (08-16-2019),Patrykoloo (08-20-2019)
@ArkMods BTW i just noticed that the krelay in your git has an error in the HelloPacket.cs. It is a simple fix tho:
Current:
Fixed:Code:public override void Write(PacketWriter w) { w.Write(BuildVersion); w.Write(GameId); w.Write(GUID); w.Write(Random1); w.Write(Password); w.Write(Random2); w.Write(Secret); w.Write(KeyTime); w.Write((short)Key.Length); w.Write((byte[])(Array)Key); w.WriteUTF32(MapJSON); w.Write(EntryTag); w.Write(GameNet); w.Write(GameNetUserId); w.Write(PlayPlatform); w.Write(PlatformToken); w.Write(UserToken); w.Write(UserToken); }
Just wanted to tell you that.Code:public override void Write(PacketWriter w) { w.Write(BuildVersion); w.Write(GameId); w.Write(GUID); w.Write(Random1); w.Write(Password); w.Write(Random2); w.Write(Secret); w.Write(KeyTime); w.Write((short)Key.Length); w.Write((byte[])(Array)Key); w.WriteUTF32(MapJSON); w.Write(EntryTag); w.Write(GameNet); w.Write(GameNetUserId); w.Write(PlayPlatform); w.Write(PlatformToken); w.Write(UserToken); w.Write(ClientToken); }
Thanks for pointing that out, Ill push a fix rn
Just source code.
/Approved
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