DrifterBars: WAR Add-On for Warextdll menu

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  1. #31
    s4lly's Avatar Member
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    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

    DrifterBars: WAR Add-On for Warextdll
  2. #32
    s4lly's Avatar Member
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    as for the click to teleport function, you could just call this before you teleport

    FlyMode(0) i think

  3. #33
    rockman319's Avatar Member
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    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."

  4. #34
    xdarkaix's Avatar Member
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    using that flymod gets you banned REALLY fast lol used that to aoe peopl from under the ground, got banned hours later. (trial account)

  5. #35
    rockman319's Avatar Member
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    Of course but it's fun (on trial account).

  6. #36
    xdarkaix's Avatar Member
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    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

  7. #37
    HansW's Avatar Active Member
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    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.

  8. #38
    s4lly's Avatar Member
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    i used to teleport with Z = 0 and it worked fine in the first teleport tool.. i ended up at ground level

  9. #39
    HansW's Avatar Active Member
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    Originally Posted by s4lly View Post
    i used to teleport with Z = 0 and it worked fine in the first teleport tool.. i ended up at ground level
    that would remove the need for the z-coordinate. so you teleported to x,y,0 ?

  10. #40
    PharmerPhale's Avatar Member
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    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.
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  11. #41
    rockman319's Avatar Member
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    When I try Teleport() with z=0, I end up whatever the z is... not at ground level.

  12. #42
    PharmerPhale's Avatar Member
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    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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  13. #43
    s4lly's Avatar Member
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    try teleporting with the warper, and put in 0 or nothng in Z

  14. #44
    rockman319's Avatar Member
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    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.

  15. #45
    s4lly's Avatar Member
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    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

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