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  1. #1
    CrEEzz's Avatar Active Member
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    Other players data

    So I'm trying to bring my bot to next level and implement cooperation with another instance of my bot. For starters I tried to get all players. Best way I found so far is get PlayerData at index 0, 1, 2 and 3. From player data we can extract hero name (which btw starts at offset 0x9180 instead of x9188 currently defined in Enigma.D3), and location (x9644_LevelAreaSnoId). Interesting thing is that location remains unchanged when player has entered rift. It looks like its location to be displayed on map not an actual location. I'm also having trouble getting other player position when he is too far (Actor nor ActorCommonData does not exist then for given PlayerData - both x0004_AcdId and x0008_ActorId are -1). I tried getting coordinates from PlayerData.xA160_X/xA164_Y/xA168_Z and PlayerData.x91FC_X/x9200_Y/x9204_Z but those remain 0 or NaN. I suppose offsets to player position in PlayerData has changed thats why I'm not getting proper values. Anyone can help me with that (getting proper player location and/or coordinates)? There should also be flag for being party leader somewhere in PlayerData. There is attribute Leader, but this can be checked only for players for whom ACD exists.

    Other players data
  2. #2
    Laykith's Avatar Legendary a lemon and a frogs leg CoreCoins Purchaser
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    I could see this as a concern since you everyone who uses your bot will be on a public list.
    You will basically be helping blizzard getting all your users banned.

    Correct me if Im wrong.

  3. #3
    CrEEzz's Avatar Active Member
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    I'm not distributing my bot, only users are me and a friend of mine who is helping me with development

  4. #4
    CrEEzz's Avatar Active Member
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    Ok, I managed to get most of offsets fixed, here is an updated version:

    Code:
    public long x9178_HeroId { get { return Read<long>(0x9178); } }
    public string x9180_HeroName { get { return ReadString(0x9180, 49); } }
    public float x91F4_X { get { return Read<float>(0x91F4); } }
    public float x91F8_Y { get { return Read<float>(0x91F8); } }
    public float x91FC_Z { get { return Read<float>(0x91FC); } }
    public float x963C_LifePercentage { get { return Read<float>(0x963C); } }
    public int x9640_LevelAreaSnoId { get { return Read<int>(0x9640); } } // this is an actual location
    public int x9644_LevelAreaSnoId { get { return Read<int>(0x9644); } } // this is map location
    public int x964C_Level { get { return Read<int>(0x964C); } }
    public int x9650_AltLevel { get { return Read<int>(0x9650); } }
    everything except coordinates (X,Y,Z) works for all players in the game. Coordinates are set only for local player. Those are refreshed by server, at least it looks so based on its update frequency. I tried to find coordinates for other players by replacing all unknown fields to float type and watching them, but it didn't help.

  5. #5
    enigma32's Avatar Legendary
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    Search for Trickle. That should contain some interesting locations

  6. #6
    CrEEzz's Avatar Active Member
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    Thanks for hint, but there is only one trickle in TricklesManager list. However its position seems to roughly match local player position.

  7. #7
    CrEEzz's Avatar Active Member
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    I tried NonQuestMarkers as well but none of them matches any player condition. Perhaps position for other players in somewhere between x00A0 and x88A4 in PlayerData. I will investigate further, but any ideas are welcome.

  8. #8
    CrEEzz's Avatar Active Member
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    Just a quick update. I dumped every single field from PlayerData from 0x0000 to 0xA434 as float and didn't find value matching (approximately) other player position.

  9. #9
    UserNamex32's Avatar Member
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    I know it's probably not the route you are looking to go for but you could have the bots talk together. Back in d2 we had a centralized controller that would dictate where each client instance should move to. This way they could all just poll their location/info to a centralized service. We had rush bots - leader and followers, followers, muling - who has inventory space for an item or can drop an item to quick switch - too dangerous though - always had nightmares of blizzard watching the bot and exploiting/screwing with it lol.

  10. Thanks CrEEzz (1 members gave Thanks to UserNamex32 for this useful post)
  11. #10
    R3peat's Avatar Site Donator while(true) CoreCoins Purchaser
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    I would say trickle as well. Tricklemanager should contain other player locations doesn't matter where they are

  12. #11
    CrEEzz's Avatar Active Member
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    Perhaps there is something wrong with TrickleManager.x04_Ptr_Items because when I'm in 4 players game i continuously run following code:

    Code:
    Trace.WriteLine("Trickles");
    
    var trickles = Enigma.D3.Engine.Current.TrickleManager.x04_Ptr_Items.Dereference();
    
    foreach (var t in trickles)
    {
        Trace.WriteLine("[" + t.x08_WorldPosX + " " + t.x0C_WorldPosY + " " + t.x10_WorldPosZ + "]");
    }
    and I get only one entry, containing my position :/

  13. #12
    R3peat's Avatar Site Donator while(true) CoreCoins Purchaser
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    Mhh k so Mby struct is outdated?

  14. Thanks CrEEzz (1 members gave Thanks to R3peat for this useful post)
  15. #13
    CrEEzz's Avatar Active Member
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    Correct! Trickle size is now 0x68 instead of 0x5C. I can confirm that Trickle can be connected with PlayerData by Trickle._x18 (which is player index in PlayerDataManager.Instance.x0038_Items).

  16. #14
    R3peat's Avatar Site Donator while(true) CoreCoins Purchaser
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    So now u can read other players world position ?

  17. #15
    CrEEzz's Avatar Active Member
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    Yeah, now I can Thanks for hints.

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