[AutoIt] Diablo 3 Click To Move, Interaction, Actor Handling. (Version 2) menu

User Tag List

Page 5 of 21 FirstFirst 123456789 ... LastLast
Results 61 to 75 of 302
  1. #61
    SeiferXI's Avatar Private
    Reputation
    2
    Join Date
    Jul 2012
    Posts
    9
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    First post, and I would like to say great work! Although I started looking at it myself, I've never really done memory funcs through Autoit, but im self teaching myself.

    Although I've ran into a issue, it is my first time using NomadMemory, but with this line of code I keep getting can not redeclare a constant, I understand that there might be something I have to take out in Nomad, although since it is my first time using it not sure what I should take out.

    Code:
    ;;--------------------------------------------------------------------------------
    ;;      Open the process (you can't base your pid on window title)
    ;;--------------------------------------------------------------------------------
    Opt("WinTitleMatchMode", -1)
    SetPrivilege("SeDebugPrivilege", 1)
    $D3Exefile = "Diablo III.exe"
    $list = ProcessList()
    for $i = 1 to $list[0][0]
            if $list[$i][0] = $D3Exefile Then
                    Global $ProcessID = $list[$i][1]
                    ExitLoop
            EndIf
    next
    Local $d3 = _MemoryOpen($ProcessID)
    If @Error Then
            MsgBox(4096, "ERROR", "Failed to open memory for process;" & $ProcessID)
        Exit
    EndIf

    [AutoIt] Diablo 3 Click To Move, Interaction, Actor Handling. (Version 2)
  2. #62
    leo11173's Avatar Member
    Reputation
    1
    Join Date
    Jul 2012
    Posts
    58
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    you could take out

    #include <Winapi.au3>

  3. #63
    SeiferXI's Avatar Private
    Reputation
    2
    Join Date
    Jul 2012
    Posts
    9
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by leo11173 View Post
    you could take out

    #include <Winapi.au3>
    Found a different way I just removed a line of code.

    Has anyone figured out how to use vault
    Last edited by SeiferXI; 07-05-2012 at 07:56 PM.

  4. #64
    bobbyjayblack's Avatar Member
    Reputation
    1
    Join Date
    Apr 2007
    Posts
    7
    Thanks G/R
    0/0
    Trade Feedback
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    How do I detect if I'm in game or not through reading memory?
    How do I click Resume Game and Leave Game?
    I would like to accomplish these 2 functions with the game minimized.

  5. #65
    SeiferXI's Avatar Private
    Reputation
    2
    Join Date
    Jul 2012
    Posts
    9
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    So I've tried PowerUseGUID(0x77CD0011,0x0001b26f) which obviously first line is my characters GUID, and second line is the hex value for vault, but all it does is move one position down, I've also tested smokescreen, does the same thing.

  6. #66
    zdud's Avatar Member
    Reputation
    7
    Join Date
    Aug 2011
    Posts
    38
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Can anyone confirm that this attribute thing can't get your inventory item attributes?

  7. #67
    azgul's Avatar Member
    Reputation
    8
    Join Date
    Jun 2012
    Posts
    107
    Thanks G/R
    3/3
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by SeiferXI View Post
    Found a different way I just removed a line of code.

    Has anyone figured out how to use vault
    Not sure what you removed, but to quote what I said previously,

    Originally Posted by azgul View Post
    Rename those constants and it will work (of course their usage as well).

  8. #68
    azgul's Avatar Member
    Reputation
    8
    Join Date
    Jun 2012
    Posts
    107
    Thanks G/R
    3/3
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Every now and then PowerUseGUID(0x77BC0000,0x0002EC66) does not cause me to cast the Town Portal. Has anyone run into the same thing? Also, is it somehow possible to check if you're casting it already?

  9. #69
    leo11173's Avatar Member
    Reputation
    1
    Join Date
    Jul 2012
    Posts
    58
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    @bobbyjayblack


    If you In Game, then you can retreive your player GUID

    Exemple :
    Code:
    ;;--------------------------------------------------------------------------------
    ; Function:                     CheckInGame()
    ; Description:          Check if we are in Game or Not by searching player GUID
    ;
    ; Note(s):              Allow to prevent error while not ingame
    ;;--------------------------------------------------------------------------------
    func CheckInGame()
    global  $Ingame=0
            if $_debug then ConsoleWrite("-----Checking if In Game------" &@crlf)
            $_CurOffset = $_itrObjectManagerD
            $_Count = _MemoryRead($_itrObjectManagerCount, $d3, 'int')
            for $i = 0 to $_Count step +1
                    $_GUID = _MemoryRead($_CurOffset+0x4, $d3, 'ptr')
                    if $_GUID = 0x77BC0000 Then
    
                            if $_debug then ConsoleWrite("We are In game: "  & ", GUID: " & $_GUID &@CRLF)
                                                            $Ingame=1
                            ExitLoop
    
                    EndIf
                    $_CurOffset = $_CurOffset + $_ObjmanagerStrucSize
                            Next
                            if $_GUID <> 0x77BC0000 Then
                                     if $_debug then ConsoleWrite("We Not In game: "  & ", GUID: " & $_GUID &@CRLF)
    
                                     EndIf
    EndFunc ;==>CheckInGame

    Concerning Clicking leave game buttons, i think we don't have the tools to retrrive them using provided Uds. But to leave you just have to do some controlsend, controlclick which can be done minimized.

  10. #70
    azgul's Avatar Member
    Reputation
    8
    Join Date
    Jun 2012
    Posts
    107
    Thanks G/R
    3/3
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Has anyone found out how to to read what zone you are in?

    Sent from my GT-I9300 using Tapatalk 2

  11. #71
    Thaelion's Avatar Member
    Reputation
    9
    Join Date
    Jan 2008
    Posts
    168
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Code:
    $worldID = _MemoryRead($_Curoffset + 0x0D8, $d3, 'ptr')
    That gives you the world GUID,
    But without injecting, i am not sure how to get the name of the zone.nor the navzone details, if someone else knows, please share.

  12. #72
    RamirezX's Avatar Member
    Reputation
    2
    Join Date
    Apr 2012
    Posts
    28
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Thaelion View Post
    Code:
    $worldID = _MemoryRead($_Curoffset + 0x0D8, $d3, 'ptr')
    That gives you the world GUID,
    But without injecting, i am not sure how to get the name of the zone.nor the navzone details, if someone else knows, please share.
    I think, it's possible. Look at Unkn0wned's source code, namely IndexSNO function .. I'm working on similar problem, creating GroupScene SNO reader.

  13. #73
    TKG's Avatar Member
    Reputation
    1
    Join Date
    Jun 2012
    Posts
    14
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by RamirezX View Post
    I think, it's possible. Look at Unkn0wned's source code, namely IndexSNO function .. I'm working on similar problem, creating GroupScene SNO reader.
    SNO is STATIC data, contained in the MPQ files. I have found it easier to write a small MPQ-reader and extracting the data to a (XML) Database. For local names you read and apply the usUS / deDE stringLists.

    It is faster and less intrusive than reading these huge SNO areas in memory or permanently using GetSNOfromSNOID. And of course it si not detectable at all.

    But I admit I have'nt worked out the item translation + affixes yet.

  14. #74
    sdq928's Avatar Private
    Reputation
    1
    Join Date
    Mar 2010
    Posts
    12
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    How to use ForceLeave ? Thanks

  15. #75
    UnknOwned's Avatar Legendary
    Reputation
    713
    Join Date
    Nov 2006
    Posts
    583
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by TKG View Post
    SNO is STATIC data, contained in the MPQ files. I have found it easier to write a small MPQ-reader and extracting the data to a (XML) Database. For local names you read and apply the usUS / deDE stringLists.

    It is faster and less intrusive than reading these huge SNO areas in memory or permanently using GetSNOfromSNOID. And of course it si not detectable at all.

    But I admit I have'nt worked out the item translation + affixes yet.
    I wouldnt care for using mpq's for string lists but i fully agree that a database is preferred when making navigation.
    I made a sample code that took all the pathing data from memory and converted it to simple waypoints (center space coords) to navigate random generated dungeons. Hower the process of reading all the data from memory was a bit too slow for my taste so i ended up pre generating the coordinates from the MPQ files into simple navigation points that i could navigate using A-star, but you do need to get data like actor collisions from objects that are not a part of the scene file. The easiest way (that i know of) is to index the actor collision structure that contains X,Y and Z coordinates plus size of all collideable actors (even monsters).

Page 5 of 21 FirstFirst 123456789 ... LastLast

Similar Threads

  1. Interact problems with Click to move
    By natt_ in forum WoW Memory Editing
    Replies: 3
    Last Post: 09-28-2014, 02:12 PM
  2. [AutoIt] Diablo 3 Click To Move, Interaction, Actor Indexing.
    By UnknOwned in forum Diablo 3 Memory Editing
    Replies: 84
    Last Post: 06-30-2012, 11:59 AM
  3. [Diablo 3] Click to move?
    By diablothree in forum Diablo 3 Memory Editing
    Replies: 3
    Last Post: 01-14-2012, 04:29 AM
  4. Click to move?
    By ashleyww in forum WoW Memory Editing
    Replies: 32
    Last Post: 07-18-2009, 08:48 PM
  5. Click to Move Problem
    By Rival-Fr in forum WoW Memory Editing
    Replies: 5
    Last Post: 07-03-2009, 09:27 AM
All times are GMT -5. The time now is 04:24 AM. Powered by vBulletin® Version 4.2.3
Copyright © 2024 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2024 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search