[3.1.1] Movement with simple memory writes menu

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  1. #61
    Reconsider's Avatar Member
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    I tried your code, vulcanaoc and did some debugging..
    As ctmType you have 6, it does not work for me so.. use 4 as ctmType instead of 6, 4 seems to be walk, 13 stop, to attack a target at the position seems to be 10.
    Also, doesnt need GUID.

    Thanks to everyone who has contributed to this thread!

    [3.1.1] Movement with simple memory writes
  2. #62
    schlumpf's Avatar Retired Noggit Developer

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    Reconsider, that there are different uses like attacking or interacting. You need a GUID for that.

  3. #63
    Reconsider's Avatar Member
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    Originally Posted by schlumpf View Post
    Reconsider, that there are different uses like attacking or interacting. You need a GUID for that.
    Ok, havent tried looting yet, going to
    However it seems when the game uses ctm it doesnt fill in GUID.

  4. #64
    vulcanaoc's Avatar Member
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    Originally Posted by Reconsider View Post
    Ok, havent tried looting yet, going to
    However it seems when the game uses ctm it doesnt fill in GUID.
    Set a write-access breakpoint on it then, RECONSIDER.

    Hint: It definitely does.

  5. #65
    Apoc's Avatar Angry Penguin
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    Originally Posted by vulcanaoc View Post
    Set a write-access breakpoint on it then, RECONSIDER.

    Hint: It definitely does.
    Hint: It most definitely does not. (Depending on the func you use )

    One method takes a struct that contains the info for the CTM. Another reads the global values. And yet another, simply takes a WOWPOS with a 'ClickType'. (There are probably many others, but those are the 3 I can think of atm.)

    The one we're using in Onyx, is for left/right clicking in the game world.

  6. #66
    UnknOwned's Avatar Legendary
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    People who have acturally took some time and reversed the structure would know that my first released documentation is wrong. And so what is defined as "CTM BASE" by many is wrong, and generally a mistake made by me.

    There is some stuff going on in the sections below that "CTM BASE".
    The GUID is being copied from the GUID input into a diffrent location depending on the function.
    So by just writing the GUID into these offsets will trigger the corospondend function without you having to care about "Action Type"

    There are also a few flags there including the "auto pickup loot" flag.


    A part from that, something i find really interesting is the queue function that uses the same movement function as the one CTM uses.
    The Queue function is mostly used by NPC's to avoid lag, so that if you loose connection a NPC will still be able to walk to a desired location via a set of waypoints.
    With the queue funciton you can queue up (up to 16?) waypoints and then make the affected unit walk from the first position through to the last.

    Could be nifty for bots....

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