Mobs missing from object manager. menu

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  1. #1
    RawrSnarl's Avatar Member
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    Mobs missing from object manager.

    Please don't shoot me.

    Below is a diluted version of my code (VB.NET) that will essentially run through each object and grab its location.

    Code:
                g_clientConnection = Memory.ReadUInt(processHandle, Address_ClientConnection)
                s_curMgr = Memory.ReadUInt(processHandle, g_clientConnection + &H2864)
                localGUID = Memory.ReadInt64(processHandle, s_curMgr + &HC0)
                curObj = Memory.ReadUInt(processHandle, s_curMgr + &HAC)
                nextObj = curObj
    
                While curObj <> 0 And curObj Mod 2 = 0
    
                    UNIT_GUID = Memory.ReadInt64(processHandle, curObj + &H30)
                    UNIT_X = Math.Round(Memory.ReadFloat(processHandle, curObj + &H7D0), 0)
                    UNIT_Y = Math.Round(Memory.ReadFloat(processHandle, curObj + &H7D4), 0)
                    UNIT_Z = Math.Round(Memory.ReadFloat(processHandle, curObj + &H7D8), 0)
    
                    If UNIT_GUID = localGUID Then
                        PlayerBaseAddress = curObj
                    End If
    
                    nextObj = Memory.ReadUInt(processHandle, curObj + &H3C)
                    If nextObj = curObj Then
                        Exit While
                    Else
                        curObj = nextObj
                    End If
    
                End While
    I have verified that the returned data is accurate. However, according to my basic radar (which I created to compliment this projecT) and my object manager table (to list all the objects around me), it is only picking up "half" of the objects. For a visual representation as to what I mean, see below:



    Green Circle = Me
    Yellow Circle = Living Mob
    Red Circle = Dead Mob

    As you can see, I am only seeing mobs that are essentially "to the right of me". If I move further to the right, the mobs that would then be "to the left of me" disappear from my radar AND the object manager list (meaning it's not a problem with my radar, and since the list does not feed off of the radar it also means it's not a problem with the object manager list either).

    Does anyone know what the problem might be?
    Last edited by RawrSnarl; 12-26-2008 at 10:20 PM.

    Mobs missing from object manager.
  2. #2
    100100100's Avatar Member
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    i think its very nice but can you put the source of this project

    +rep

  3. #3
    luciferc's Avatar Contributor
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    This is why i hate leechers. And it sounds like some chinese person who wants to sell it or something lol.

    I've never had that happen but try to change your camera Yaw and see if that helps it prbly wont but u can always try camera angles :P.
    Last edited by luciferc; 12-30-2008 at 09:48 PM.

  4. #4
    100100100's Avatar Member
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    Frist im not a leechers and a chinese lol i just want to check this source of programme because i think its a very nice project and i want to help this guy. but think what you want...

  5. #5
    Gamer's Avatar Active Member
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    I'm using VB as well and similar code, and my radar returns all the mobs surrounding me.

    I have no idea why it might do this, possibly an array that gets filled up before all the objects can be loaded into it? =/

  6. #6
    RawrSnarl's Avatar Member
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    Is it possible that some mobs and/or players are being classified under a type other than 3 and 4?

  7. #7
    Gamer's Avatar Active Member
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    Originally Posted by RawrSnarl View Post
    Is it possible that some mobs and/or players are being classified under a type other than 3 and 4?
    As I said before, with the same object type 3,4 classification I'm getting all the mobs/players surrounding me.

  8. #8
    typedef's Avatar Banned
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    Well theres different units Might be the case, Beasts, humans, mechanical, undead, and so on. You might have to scan for those

  9. #9
    Gamer's Avatar Active Member
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    Originally Posted by typedef View Post
    Well theres different units Might be the case, Beasts, humans, mechanical, undead, and so on. You might have to scan for those
    I highly doubt that would be the issue. All of the mentioned types are flagged as type 3 (NPC).

    Code:
    Select Case UNIT_TYPE
                Case 1
                    Return "Item"
                Case 2
                    Return "Container"
                Case 3
                    Return "NPC/Mob"
                Case 4
                    Return "Player"
                Case 5
                    Return "GameObject"
                Case 6
                    Return "DynamicObject"
                Case 7
                    Return "Corpse"
                Case Else
                    Return "Unknown Type"
            End Select

  10. #10
    typedef's Avatar Banned
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    Omg for crying out loud
    ImageShack - Image Hosting :: zyxxf1.png

    You are the dot the memory is only scanning what in the middle of the coordinates not thee whole different plane.

  11. #11
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by typedef View Post
    Well theres different units Might be the case, Beasts, humans, mechanical, undead, and so on. You might have to scan for those
    Code:
    enum eObjType
    {
    	OT_LOCAL = 0,
    	OT_ITEM = 1,
    	OT_CONTAINER = 2,
    	OT_UNIT = 3,
    	OT_PLAYER = 4,
    	OT_GAMEOBJ = 5,
    	OT_DYNOBJ = 6,
    	OT_CORPSE = 7,
    	OT_FORCEDWORD = 0xFFFFFFFF
    };
    
    enum eUnitTypes
    {
    	UT_UNKNOWN = 0,
    	UT_CRITTER,
    	UT_DRAGONKIN,
    	UT_DEMON,
    	UT_ELEMENTAL,
    	UT_GIANT,
    	UT_UNDEAD,
    	UT_HUMANOID,
    	UT_BEAST,
    	UT_MECHANIC,
    	UT_NOT_SPECIFIED,
    	UT_TOTEM
    };

    Unit types are a sub type not a primary type so he's obviously not filtering by those.


    Originally Posted by typedef View Post
    Omg for crying out loud
    ImageShack - Image Hosting :: zyxxf1.png

    You are the dot the memory is only scanning what in the middle of the coordinates not thee whole different plane.

    What the ****?

    You're retarded.

  12. #12
    Gamer's Avatar Active Member
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    Originally Posted by Cypher View Post

    What the ****?

    You're retarded.
    QFT. But do you have any idea why it might only be picking up items to his right?

  13. #13
    typedef's Avatar Banned
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    Cypher lets take outside your script bunny world? You have a grid, you are searching the values on the postive plane of the grid, you need the negative side of the grid (x, y, z) (1, 1, 1) /// ENEMY THERE

    its searching for units there but its not search for value in the
    (-1, -1, -1) plane so yeah. You fail.

  14. #14
    Apoc's Avatar Angry Penguin
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    Looks like you're using a uint for the XYZ values. Which means its > 0.

    Try using a normal int.

    @typedef, it searches the -axis values just fine. This isn't a box. There are no "walls".

  15. #15
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by typedef View Post
    Cypher lets take outside your script bunny world? You have a grid, you are searching the values on the postive plane of the grid, you need the negative side of the grid (x, y, z) (1, 1, 1) /// ENEMY THERE

    its searching for units there but its not search for value in the
    (-1, -1, -1) plane so yeah. You fail.
    You're a retard. The object manager stores all objects within visible range regardless of whether they're actually visible at the time. I think I'd know because I ****ing use the object manager in a crapload of my internal projects/hacks/bots.

    How about rather than working in your (incorrect) theory world you actually ****ing try shit? You'd see that you're absolutely wrong on all accounts. Oh wait, that would require you to have half a brain and know how to program... Guess that's out of the question then.

    Originally Posted by Apoc View Post
    Looks like you're using a uint for the XYZ values. Which means its > 0.

    Try using a normal int.

    @typedef, it searches the -axis values just fine. This isn't a box. There are no "walls".

    Nice catch. Looks to me like that could be the culprit.

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