Click_To_Move Acting Weird menu

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  1. #1
    Derision's Avatar Contributor
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    Click_To_Move Acting Weird

    Stop posting, its solved.
    Last edited by Derision; 09-29-2009 at 08:26 PM.

    Click_To_Move Acting Weird
  2. #2
    Tanaris4's Avatar Contributor Authenticator enabled
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    You need to write "scale" as well: (from mac, but same concept)
    Code:
    - (void)setClickToMove:(Position*)position andType:(UInt32)type andGUID:(UInt64)guid{
    	
    	MemoryAccess *memory = [controller wowMemoryAccess];
    	if ( !memory ){
    		return;
    	}
    	
    	// Set our position!
    	if ( position != nil ){
    		float pos[3] = {0.0f, 0.0f, 0.0f};
    		pos[0] = [position xPosition];
    		pos[1] = [position yPosition];
    		pos[2] = [position zPosition];
    		[memory saveDataForAddress: [offsetController offset:@"CTM_POS"] Buffer: (Byte *)&pos BufLength: sizeof(float)*3];
    	}
    	
    	// Set the GUID of who to interact with!
    	if ( guid > 0 ){
    		[memory saveDataForAddress: [offsetController offset:@"CTM_GUID"] Buffer: (Byte *)&guid BufLength: sizeof(guid)];
    	}
    	
    	// Set our scale!
    	float scale = 13.962634f;
    	[memory saveDataForAddress: [offsetController offset:@"CTM_SCALE"] Buffer: (Byte *)&scale BufLength: sizeof(scale)];
    	
    	// Set our distance to the target until we stop moving
    	float distance = 0.5f;	// Default for just move to position
    	if ( type == ctmAttackGuid ){
    		distance = 3.66f;
    	}
    	else if ( type == ctmInteractNpc ){
    		distance = 2.75f;
    	}
    	else if ( type == ctmInteractObject ){
    		distance = 4.5f;
    	}
    	[memory saveDataForAddress: [offsetController offset:@"CTM_DISTANCE"] Buffer: (Byte *)&distance BufLength: sizeof(distance)];
    	
    	/*
    	// Set these other randoms!  These are set if the player actually clicks, but sometimes they won't when they login!  Then it won't work :(  /cry
    	float unk = 9.0f;
    	float unk2 = 14.0f;		// should this be 7.0f?  If only i knew what this was!
    	[memory saveDataForAddress: CTM_UNKNOWN Buffer: (Byte *)&unk BufLength: sizeof(unk)];
    	[memory saveDataForAddress: CTM_UNKNOWN2 Buffer: (Byte *)&unk2 BufLength: sizeof(unk2)];
    	 */
    	
    	// Lets start moving!
    	[memory saveDataForAddress: [offsetController offset:@"CTM_ACTION"] Buffer: (Byte *)&type BufLength: sizeof(type)];
    }

  3. #3
    Derision's Avatar Contributor
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    Thank you Tanaris.

  4. #4
    LegacyAX's Avatar Active Member
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    wrote a post for the address and such., just search for it. gl on your progress

  5. #5
    EmilyStrange's Avatar Active Member
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    The foibles of CTM

    Yeah, I had this exact same problem with CTM when I first starting using it. One of those "gotchas." I eventually tracked it down by a process of trial and error. I noticed that on some of my game clients it would turn, but not on others.

    Finally found out that on some of my clients I had previously clicked on the ground, (because this particular character was set up to use the normal CTM that a regular player would use). By looking at the values in the CTM structure I was able to determine that using the mouse set the scale and a few other properties, and by replicating those values when using memory writing to the CTM structure, it began working without first needing a kick in the pants via a regular ole mouse click.

    When I am trying to find out how to make something work on a game client (Warcraft or other games), and I cannot determine what the disassembly is doing, it is often productive to just take a snapshot of the region of memory under investigation and watch what the game client is doing itself, then reverse that to figure out what values to set.

  6. #6
    darrensmith0125's Avatar Member
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    FFS why remove the original question and replace it with "Stop posting, its solved.". How selfish! This thread is useless now.

  7. #7
    Tanaris4's Avatar Contributor Authenticator enabled
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    Original problem: the character would just move forward instead of going in the correct direction

    Solution: Be sure to write the scale and distance offsets (see my post above)

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