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  1. #1
    peterwurst's Avatar Member
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    Elevator detection

    I tried to implement the usage of elevators in my application, but a few problems occured:


    First of all, the X/Y/Z Player coordinates on elevators return really weired values:


    (1k Needles -> Barrens)

    I'm reading my the coords from (playerbase+79



    Second, I thought I am able to detect wether an elevator is moving or not by "watching" it's Z coords, but the elevators Z coordinates doesn't seem to change.


    I'm reading the Z's from (gameobjectbase + 232 +

    I never encountered such position "problems" bevore, is there anything special with elevators?

    Elevator detection
  2. #2
    The-Eradicator's Avatar Contributor

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    Originally Posted by peterwurst View Post
    I never encountered such position "problems" bevore, is there anything special with elevators?
    From my experience on emulators, the position of the elevator is the same. The movement is part of the model.
    The most beautiful thing we can experience is the mysterious. It is the source of all true art and all science. He to whom this emotion is a stranger, who can no longer pause to wonder and stand rapt in awe, is as good as dead: his eyes are closed.
    Albert Einstein

  3. #3
    Apoc's Avatar Angry Penguin
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    Hahaha. That's actually a fairly easy reason.

    You're position actually changes to the location on the transport.

    Do (transport.Location + me.Location) to get your actual location.

  4. #4
    kynox's Avatar Account not activated by Email
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    Originally Posted by Apoc View Post
    Hahaha. That's actually a fairly easy reason.

    You're position actually changes to the location on the transport.

    Do (transport.Location + me.Location) to get your actual location.
    Your*

    What Apoc was trying to say, is that your location becomes relative to the position of the transport.

  5. #5
    Xarg0's Avatar Member
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    Originally Posted by kynox View Post
    Your*

    What Apoc was trying to say, is that your location becomes relative to the position of the transport.
    Was this 'translation' really necessarry?
    And isn't the word 'relative' to complicated to use it here?
    Most people wont understand what you're saying
    I hacked 127.0.0.1

  6. #6
    MaiN's Avatar Elite User
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    Originally Posted by Xarg0 View Post
    Was this 'translation' really necessarry?
    And isn't the word 'relative' to complicated to use it here?
    Most people wont understand what you're saying
    Why would it be complicated?
    [16:15:41] Cypher: caus the CPU is a dick
    [16:16:07] kynox: CPU is mad
    [16:16:15] Cypher: CPU is all like
    [16:16:16] Cypher: whatever, i do what i want

  7. #7
    namreeb's Avatar Legendary

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    Originally Posted by Xarg0 View Post
    Was this 'translation' really necessarry?
    And isn't the word 'relative' to complicated to use it here?
    Most people wont understand what you're saying
    necessary

    too

    oh, and don't start a sentence with a conjunction

    this is fun

    what Xarg0 was trying to say is that kynox is a butthole

  8. #8
    flo8464's Avatar Active Member
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    Originally Posted by Xarg0 View Post
    Most people wont understand what you're saying
    Make tutorial how to read with AutoIt plx.
    Hey, it compiles! Ship it!

  9. #9
    peterwurst's Avatar Member
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    Originally Posted by Apoc View Post
    You're position actually changes to the location on the transport.
    Yeah thought so, but the weired thing is that the elevator's Z position is never changing (nor is mine, but at least that makes sense if it's the relativ pos).



    The screenshot is showing my character infront of the left elevator, the image contains my position and the position of the two "Transport" objects near me.

    These transport objects never changing their coordinates, so how should I figure out if the elevator is moving?



  10. #10
    Apoc's Avatar Angry Penguin
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    The entry IDs will obviously match. It's just their ID in the servers SQL DB. (Easy way to pull up cached info on an object)

    Obj2 seems to be your elevator.

    As for the Mesa Elevator (assuming those are the 1k Needles elevators), all 4 seem to show up. The two going up to the camp, and the two near the barrens entrance/exit. Check your transport GUID when you step on one to get the actual transport to be looking for.

  11. #11
    peterwurst's Avatar Member
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    Yep all 4 are showing up in my list, too.
    (I'm currently at the barrens entrance/exit)

    Sorry to bother you again...


    Reading the transport GUID helps me to find out wether im on an elevator or not.
    But my original problem is that I'm not able to figure out when the elevator arrived on the platform /and/or is moving.

    I watched the GAMEOBJECT_BYTES_1/GAMEOBJECT_DYNAMIC/GAMEOBJECT_FLAGS but they don't seem to change (was hoping for an animation state).

    Also the elevator's Z position never changes.

    That's kinda how I'm reading a GameObj's pos:
    X = ReadFloat(BaseAddress + 0xE;
    Y = ReadFloat(BaseAddress + 0xEC);
    Z = ReadFloat(BaseAddress + 0xF0);
    Am I doing it wrong, or does the object not move?

  12. #12
    Apoc's Avatar Angry Penguin
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    Using the vfunc, it moves perfectly.

    I'll check the vfunc and make sure you're using the right addrs though.

    That seems correct. Not sure what the issue is.

    Also; the flags don't show any difference for whether the platform is moving or not. You'll have to record the 2 positions to determine when it's reached it's destination.

    It's actually quite a bit simpler than you'd think.

  13. #13
    peterwurst's Avatar Member
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    Thanks! But really weired...
    The GetPosition vFunc returns what I wanted a "correct" z position, now I can watch the Z's to see the elevator moving... (so I assume my base address is correct)

    Is there any reason then, why the gameobj position does not update reading the mem location? (Can you confirm this?)

  14. #14
    lapari72's Avatar Member
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    Hi!


    I have bumped into the same problem recently.
    This is my solution for the problem:
    The character's coordinates are changing, when you step onto the elevator, relative to the elevator's position.
    But wow stores the original position on different address:
    In 3.3.2, these are:
    (Player base address + B + 6C
    (Player base address + B + 70
    (Player base address + B + 74

    Extend your character object, or override the original x, y, z, as you wish. In this case, you don't need to read the elevator position and calculate every time you want to know your character's coords.

    The wow stores the coordinates for the elevators in the game object.
    In 3.2.2, you can get these from :
    (game object base address + 1D
    (game object base address + 1DC)
    (game object base address + 1E0)

    I use this coordinates to ensure if the elevator is in the right position. But first i record the two standing positions of the elevator to check positions. When the elevator is at the desired position, the character steps on the elevator, and waiting the elevator to go the the other position.

    Hope this helps you...
    Last edited by lapari72; 03-24-2010 at 02:17 PM.

  15. #15
    MaiN's Avatar Elite User
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    Originally Posted by lapari72 View Post
    The wow stores the coordinates for the elevators in the game object.
    In 3.2.2, you can get these from :
    (game object base address + 1D
    (game object base address + 1DC)
    (game object base address + 1E0)
    Fix'd it for you.
    [16:15:41] Cypher: caus the CPU is a dick
    [16:16:07] kynox: CPU is mad
    [16:16:15] Cypher: CPU is all like
    [16:16:16] Cypher: whatever, i do what i want

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