Wow all this information has helped me out a lot as well, thanks guy. I looked all through the 1.2.9 thread, and 1.3.0 thread and cannot find the magic hex values you both have in your code "0x00FF8864" and "0x00E40D94" as the Base address
Wow all this information has helped me out a lot as well, thanks guy. I looked all through the 1.2.9 thread, and 1.3.0 thread and cannot find the magic hex values you both have in your code "0x00FF8864" and "0x00E40D94" as the Base address
since I used the information in this thread, i may as well share my code. still couldn't get interacting with guid's working... :\
mainly it's an auto follower. it follows around players in public games while the game can be minimized. it's not intelligent and it needs to be babysat, but you can browse the web or whatever while other people level you up. got me from 55-60 with very minimal effort.
the catch is that I do my game hacking in Java for no good reason...
so it basically does the same things as the autoit script posted in the OP, but it's in Java and the source has some commented code with ideas on how to utilize these basic functions for doing useful things.
maybe someone will find it useful.
The reason why you propably can't get it to work (and i might want to highlight it so everyone sees it, so don't mind it ) is that it does not work if there are more players in your session.
My offset would only work for a 1 player game.
If you want to make it work for a multiplayer game aswell you have to modify the last 2 offsets, i was just too lazy to do it. Sorry for not being more clear about it.
Created a little minimap app using a AutoIT gl extension.
It shows NPC's, Loot and whatnot.
Download: http://www.filedropper.com/au3map
Last edited by UnknOwned; 06-24-2012 at 11:45 AM.
Great job!
I am curious why you have code to write memory if all it does is display a minimap? You should be able to accomplish this completely OOP with no writes. It looks like you have alot of interact code.
Last edited by pollock974; 06-24-2012 at 02:48 PM.
Most likely because he uses the same "base" as for the first "release". The fact that the interact code is still there won't make any difference if you're not using it... The only difference you can make is not to open the process with write access, but the current Warden implementation doesn't care anyways, and it probably doesn't care about you writing to such structures neither unless, of course, they would want to start to detect it.
Last edited by DrakeFish; 06-24-2012 at 04:10 PM.
Didnt think about the OP code, that makes sense.
lulz.
The very reason why i post it in this thread is because its based on this code.
If you actually took the time to find the entry point in the source (decompiling makes it quite a mess) you would see that it does not write to memory.
Thanks for the clarification Drake.
Last edited by UnknOwned; 06-24-2012 at 03:16 PM.
hmm, never really had problems with it, but thanks for the headsup. Ill try to see what can cause this.
But you had not at any time since you launched D3 had any other players in one of your games?
And did you manually check the interaction fuction that the snowpower and GUID was the same as the one you used?
Anyone kind enough to point me in the right direction of where how I would get the rest of the actor pointers in CE from 0x15A0BEC? Or at least tell me if this assumption is wrong... 0x15A0BEC is just an address, and the same as 015A0BEC ...
Yes, 15A0BEC is just an address that contains a pointer.
* I should say THE pointer. It is pretty damn important.