I'm not doing this as an ego ploy, or something like that. As I stated in other threads, if people have actual questions, and can show they've put in the time to at least *try* to figure out whats going on, I'll be more than happy to explain how things actually work.
I see no reason to cause a giant breakdown in the SWTOR botting community, like there is with WoW. (Every Tom, Dick and Harry can write their own stuff for WoW, which causes all sorts of issues.)
Also, as has been proven many times over, the general consensus is that the people using said info, are greedy, and in the broad sense of the word, ****heads.
I want people to work for their stuff, not be spoon-fed on a silver platter every patch, so they can go sell their copy/pasta bot off the back of everyone else's hard work. I'm fine with sharing info, but I will not be the one to post giant info dumps, etc. You guys are more than capable of doing it yourselves. (As I said, I'll happily answer questions, and clear up any confusion)
Here's a big, huge, INCREDIBLY LARGE hint: reverse their script engine. Once you can understand that, you're set. You can do basically anything with the game from that point on. For example; in our bot, we literally have 5 addresses we use (the rest is roughly 20-30 structures). Only 1 is a function. 2 of them are just for some "this is faster" type things. The other 2 are the only ones that actually give us the giant "meat and potatoes" of the game.
Edit; small example of how simple nearly all the hacks are:
Code:
internal static void Teleport(Vector3 location) {
using (var alloc = new AllocatedMemory(BuddyTor.Memory, 3 * 4))
{
alloc.Write(0, location);
BuddyTor.Me.CallScript<int>(false, "<Script Function Name Removed!>", alloc.Address, TorMath.CalculateNeededHeading(BuddyTor.Me.Position, location));
}
}
Obviously not leaving in the function name, since we don't need Bioware to go finding out which one it is.
FYI; CallScript<T> is just a small wrapper around a function they have to execute an arbitrary script func on a node.