there is wallhack in the dll, just call the function GetCollision(0) = on (1) = off i think thats the name of it, from my memory
there is wallhack in the dll, just call the function GetCollision(0) = on (1) = off i think thats the name of it, from my memory
as for the click to teleport function, you could just call this before you teleport
FlyMode(0) i think
Well damn, he does have it.
SetCollision(0) --on
SetCollision(1) --off
Thanks, S4lly.
However, the FlyMode(0) is same as FlyMode(), it toggles instead of "turn it on."
using that flymod gets you banned REALLY fast lol used that to aoe peopl from under the ground, got banned hours later. (trial account)
Of course but it's fun (on trial account).
but its funner to get lvl 10 on a sorc and just nuke people while in walls , getting banned and having to make a new character = fail
This works for maps with the size 65kx65k. Citys may be smaller ( Altdorf is ). To build a Map-Click Teleport or to be able to store scenario coordinates that are always valid you need to use/store the minimap/map coordinates instead of the player position ( thats x and y only. z should be stored from the player position ).
If you want the real world position from the map position you use the following:
ReadMem("0xD3D50C",4,2)
This returns a lua table with 2 elements. First is the x offest and second the y offset. access them like this:
local offsets = ReadMem("0xD3D50C",4,2)
local xoff = offsets.D3D50C
local yoff = offsets.D3D510
Player to Map Coordinate conversion (for storage):
local ppos = GetPlayerCoordinates()
ppos.x = ppos.x - xoff
ppos.y = ppos.y - yoff
Now safe that position instead of the world coordinates. (if you store teleport destinations). Be sure to store this postions on a per map basis.
To convert them back, just add the offsets again. This should work even if the scenario instances have different offsets.
Map Teleport works the same. All you need to figure out, is how to get the map coordinates ( 0...65k ) from the map screen when you click on it ( maybe check for ctrl or shift ). i know its possible, i already did it. Add the offsets to those coordinates and you got you teleport x and y location. For z its different. If i find the time i might look for the raycast function. This will help finding solid ground for every location (z coordinate).
What also works, but requires you to extract all heightmap images from the myp files is to calculate the terrain height from the heightmaps.
Add: if you have maps smaller than 65k you can try to interpolate them to 65k. It looks like the offsets and the player position work only in ranges from 0 to 65k.
i used to teleport with Z = 0 and it worked fine in the first teleport tool.. i ended up at ground level
I've tried this method as well. Unfortunatly, most of the time it puts you underground and you have to find a way up. I also considered the possability of teleporting to x,y,0 and incrementing z by say 100, monitor the z, if you fall 50, push you up another 100, repeat. Havn't made the time to work it out though.i used to teleport with Z = 0 and it worked fine in the first teleport tool.. i ended up at ground level
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When I try Teleport() with z=0, I end up whatever the z is... not at ground level.
If I recal, it's not actualy 0. When Teleport() forces 0 onto the Z memory location the game immediatly changes it to something else. I'm *guessing* that whatever it changes it to (i don't recal the exact number) is the lowest possibly Z coord.
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try teleporting with the warper, and put in 0 or nothng in Z
As far as I know, the v0.5e S4lly WARper doesn't have that anymore... maybe the original one or oooooold one still has it.
im currently working on a D3D ingame menu >D trying out some directx hacking so no addon just injecting a dll on game run.. wich writes ingame menu with the selected cheats >P