I GOT XYZ and ROT, but what about PITCH? menu

Shout-Out

User Tag List

Page 2 of 2 FirstFirst 12
Results 16 to 23 of 23
  1. #16
    mordok's Avatar Member
    Reputation
    11
    Join Date
    Oct 2007
    Posts
    103
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Code:
    could also be show as:
    NextWayPointDistanceX=WaypointX-PlayerX
    NextWayPointDistanceY=WaypointY-PlayerY
    NextWayPointDistanceZ=WaypointZ-PlayerZ
     NextWayPointFaceXY = ARCTAN(NextWayPointDistanceY/NextWayPointDistanceX)
    NextWayPointDistance2D = SQRT((NextWayPointDistanceX)²+(NextWayPointDistanceY)²)
    NextWayPointDistance3D = SQRT((NextWayPointDistanceZ)²+(NextWayPointDistance2D)²)
     NextWayPointFaceHoriz = ARCTAN(NextWayPointDistanceZ/NextWayPointDistance2D)
    I imagine that in order to calculate the vertical angle, you use a right triangle with the following sides, A = NextWayPointDistanceZ , B= NextWayPointDistance2D and C = NextWayPointDistance3D .

    so just use sin and cos rules to find the angle .

    Code:
           /|  
    3d    / | z
         /  |
        /___|
         
         2d
    Last edited by mordok; 09-09-2009 at 01:42 AM.
    "I'm not going to expose my methods for time bending, as i don't want to do get nerfed!"-Kynox

    I GOT XYZ and ROT, but what about PITCH?
  2. #17
    ninar1's Avatar Member
    Reputation
    13
    Join Date
    Jul 2009
    Posts
    21
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    you use a right triangle with the following sides, A = NextWayPointDistanceZ , B= NextWayPointDistance2D and C = NextWayPointDistance3D .
    Nope NextWayPointDistance3D isnt involved to get the vertical angle.

    Using aTan with NextWayPointDistanceZ and NextWayPointDistance2D
    to get the vertical angle.

    and between :
    FlightDown dd 0BFC6D3F2h ;IEEE754:-1.553343
    FlightUp dd 03FC6D3F2h ;IEEE754:1.553343
    is the max angle i can set, its isnt Pi/2 but nearly

  3. #18
    mordok's Avatar Member
    Reputation
    11
    Join Date
    Oct 2007
    Posts
    103
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Sorry guys I cant....

    Sorry guys I cant figure this out, dunno what exactly im doing wrong.
    I always get values that only change with X Y coords. Eg. If y press space and x to go up and down with the mount it should change the pitch angle (pitch to the waypoint) but actually it remains the same. Any ideas of what could I be doing wrong???


    here is a copy of my method assuming 'w' stands for waypoint.

    Code:
      public float pitchAngle(float playerX, float playerY, float playerZ, float wx, float wy, float wz)
            {
                float NextWayPointDistanceZ = wz - playerZ;
                float NextWayPointDistanceX = wx - playerX;
                float NextWayPointDistanceY=wy-playerY;
                float NextWayPointDistance2D = (float)(Math.Sqrt(Math.Pow(NextWayPointDistanceX, 2)+Math.Pow(NextWayPointDistanceY, 2)));
                float va = (float)(Math.Atan(NextWayPointDistanceZ / NextWayPointDistance2D));
                return va;
            }
    since va doesnt change if a change Z value I assume the problem is here.
    Last edited by mordok; 09-10-2009 at 11:20 PM.
    "I'm not going to expose my methods for time bending, as i don't want to do get nerfed!"-Kynox

  4. #19
    mordok's Avatar Member
    Reputation
    11
    Join Date
    Oct 2007
    Posts
    103
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    mmm I realized im not updating correctly Z value so the method does well , the values when I use that method now clearly go from -1.5(max down) to 1.5(max up)

    So actually what im doing wrong must realeted with the pitch value I retrive from memory.

    I do playerPitch = Read(hProcess, playerObject + 0x7E0); to get player pitch.

    And from reading playerPitch, I see that I can get values over 1.5, for example I can get 4.335 or over 5 but always less than 6(Maby It has to do with radians).

    playerPitch shouldnt remain the same regardless of X Y Z???.
    When I read playerPitch from memory I get values different from values from -1.5 to 1.5, how can I make the return of the above post method "pitchAngle" and the result of reading playerPitch the same kind, so I can decide when to press insert or supr to go achive the same angle.???
    Last edited by mordok; 09-11-2009 at 02:33 AM.
    "I'm not going to expose my methods for time bending, as i don't want to do get nerfed!"-Kynox

  5. #20
    ninar1's Avatar Member
    Reputation
    13
    Join Date
    Jul 2009
    Posts
    21
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    MovementFields struct
    ;___________________ObjectPtr+0D8h______________was__MyLocalPlayerOffset+788h
    MovUnk1 dword ? ; 00
    MovUnk2 dword ? ; 04
    MovUnk3 dword ? ; 08
    MovUnk4 dword ? ; 0C
    PlayerCoordX dword ? ; 10
    PlayerCoordY dword ? ; 14
    PlayerCoordZ dword ? ; 18
    MovUnk5 dword ? ; 1C
    PlayerRotation dword ? ; 20
    PlayerHorizont dword ? ; 24
    MovementFields ends
    SetPlayerFacingHorizont proc Radian:dword
    mov eax,MyLocalPlayer.MyObjectOffset
    add eax,0D8h
    invoke ReadMemDword,hProcess,eax
    add eax,24h ;7ACh
    invoke WriteProcessMemory, hProcess, eax, Radian, 4, 0
    Ret
    SetPlayerFacingHorizont EndP
    here you go

  6. #21
    mordok's Avatar Member
    Reputation
    11
    Join Date
    Oct 2007
    Posts
    103
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Thanks a lot, but actually im not injecting, so asm, (which im not good at) just wont help me, as much if you tell me what you are doing. Im trying to compare

    pitchAngle() with playerPitch but as I sed playerPitch would return values from 0 to 6 more or less and pitchangle() would return values from -1.5 to 1.5 so actually I cant compare them to decide when to senkeys 'insert' or 'supr'. I think Im missing a radian coversion or somthing simillar.
    Last edited by mordok; 09-11-2009 at 08:41 AM.
    "I'm not going to expose my methods for time bending, as i don't want to do get nerfed!"-Kynox

  7. #22
    flo8464's Avatar Active Member
    Reputation
    30
    Join Date
    Apr 2009
    Posts
    434
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by mordok View Post
    Thanks a lot, but actually im not injecting, so asm, (which im not good at) just wont help me, as much if you tell me what you are doing. Im trying to compare
    He is also out-of-process, he just uses ASM instead of a high language.
    You should get that if he calls WriteProcessMemory()....

  8. #23
    mordok's Avatar Member
    Reputation
    11
    Join Date
    Oct 2007
    Posts
    103
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    OK FOUND IT NESOX VRotation = 0x7E0 was wrong XD, so it kept me giving all kind of wired values XD, All works now, thanks ^^. Luv you all <3.
    "I'm not going to expose my methods for time bending, as i don't want to do get nerfed!"-Kynox

Page 2 of 2 FirstFirst 12

Similar Threads

  1. I got hacked and won't get the gold back. What do?
    By Winsane in forum World of Warcraft General
    Replies: 17
    Last Post: 10-08-2012, 05:02 PM
All times are GMT -5. The time now is 12:15 PM. Powered by vBulletin® Version 4.2.3
Copyright © 2025 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Google Authenticator verification provided by Two-Factor Authentication (Free) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search