As in, does warden scan for:
A) Detours on EndScene
B) VTable Hooks for EndScene
Any information is appreciated
Thanks,
Leo
EDIT: One more question, what does Rifk mean? o.o
As in, does warden scan for:
A) Detours on EndScene
B) VTable Hooks for EndScene
Any information is appreciated
Thanks,
Leo
EDIT: One more question, what does Rifk mean? o.o
Last edited by xLeo123; 01-10-2010 at 04:43 PM.
No they don't, lots of legit application hooks EndScene eg; Fraps GameCam etc..
http://www.urbandictionary.com/define.php?term=rifk
I will answer that since I am not smart enough for everything else
If your cheat is private you have nothing to worry about. You can hook any API you want and I'm confident Warden will never ban you for it.
Not even PB bans for unknown API hooks, the worst you get is a kick.
So go for your life. But keep in mind that once your cheat is public, then yes there's a risk of a ban as the Warden dev can hash your API hook.
That's a more fundamental problem that has nothing to do with the hooking of EndScene.
A simple stack-trace is effectively doing the same thing, just on a more general level, and it will catch the bots that run externally and inject threads too.
What you're proposing has nothing to do with actually detecting the hook on EndScene, it's detecting calls to engine functions, something ENTIRELY different.
It's quite possible to call engine functions in a way that will defeat both the check you're proposing, and the more general check I proposed.
Ok, thanks
By the way, if implementing a FSM (Finite State Machine) to my bot code would I have to keep a vector of states, and after say 60 frames or so (FrameCounter % 60 == 0) 'Pulse' the FSM Class, causing the vector entity with the highest priority to be 'executed'? More so, how would I go about processing lua functions and such from an FSM based on the 'pulse' of endscene?
lua_pcall or lua_DoString
Hey, it compiles! Ship it!
Or FrameScript__Execute, a good place to start would be aHook, which JuJuBoSc posted up a while ago.
http://www.mmowned.com/forums/wow-me...cene-hook.html
This shows you how to use Lua.DoString() through his aHook library. (Hope he keeps it updated for future purposes)
Basically, what amadmonk said.
The only time an FSM would consider the "priority of a state" would be when determining which state to transition too, e.g. should I heal or should I take another swing at the monster? A well designed FSM using "priorities" would actually be an FSM with bounded evaluators, i.e. each state has a fixed list of evaluators it uses when considering which state to transition to next.
What the OP describes is a sort-of hybrid GOAP/evaluator-goal system. Behaviours have a very definite meaning within a GOAP/FSM/AI framework and a well-designed system would never just execute a naked behaviour based purely on a priority. You could do it, but it would be bad design that will bite you, very hard, in a soft part of your anatomy sometime later.