4.1.0.13914
Code:public static uint Direct3D9__Device = 0xA05E1C; public static uint Direct3D9__Device__OffsetA = 0x27E0; public static uint Direct3D9__Device__OffsetB= 0xA8; public static uint ClntObjMgrGetActivePlayerObjAddress = 0x31D0; public static uint Lua_DoStringAddress = 0x3ACF00; public static uint Lua_GetLocalizedTextAddress = 0x1C7780;
Quick question more regarding EndScene LUA execution rather than hooking itself.
Currently my 'raid DPS bot' code looks like this, all of the logic behind setting the Next ID/action(s) is handled by an addon for ease of editing/updating.
I originally wanted to do something like this, that way I am simply just executing a single Lua statement rather than doing 2 GetLocalizedTexts followed by multiple Executes:Code:while (bwExecute.CancellationPending != true) { string pqNextID = clsMyMemory.GetLocalizedText("pq_NextID"); string pqNextAction = clsMyMemory.GetLocalizedText("pq_NextAction"); if (pqNextAction != "" && pqNextAction != "0") { string[] splitActions = pqNextAction.Split('|'); foreach (string action in splitActions) { clsMyMemory.ExecuteLua("RunMacroText(\"" + action + "\")"); } } if (pqNextID != "" && pqNextID != "0") { string PQMacro = "CastSpellByID(" + pqNextID + ")"; clsMyMemory.ExecuteLua(PQMacro); } System.Threading.Thread.Sleep(30); //implement some sort of delay to prevent excessive LUA }
However that throws a "(Addon Name Assigning Variable) has tried to run code reserved for the Blizzard UI" etc etc etc error ingame. I've tried to assign the NextID variable to a different variable first (NextSpellToCast = pq_NextID; CastSpellByID(NextSpellToCast)) however the error still happens. Anyone have any thoughts on getting around this?Code:PQMacro = @" if pq_NextID ~= nil then CastSpellByID(pq_NextID) end "; clsMyMemory.ExecuteLua(PQMacro);
Thanks
All over this funk...
@Xelper
L3ikDus
Hook.DoString(" RunMacroText(\"/startattack\") ");
Last edited by Neffarian; 05-04-2011 at 08:29 PM.
4.1.0.14007
Sorry for the delay, only the function addresses changed and you could have found that out by reading the InfoDump.Code:public static uint Direct3D9__Device = 0xA05E1C; public static uint Direct3D9__Device__OffsetA = 0x27E0; public static uint Direct3D9__Device__OffsetB = 0xA8; public static uint ClntObjMgrGetActivePlayerObjAddress = 0x3190; public static uint Lua_DoStringAddress = 0x3ACB50; public static uint Lua_GetLocalizedTextAddress = 0x1C7590;
I'm also going to assume that there is no way around the variable tainting issues in the way that I had wanted, oh well.. I guess I can just have the addon concatenate the two variables into one then split them apart in C# and pass them both back into a single DoString.
Last edited by Xelper; 05-08-2011 at 04:12 PM.
Tried using these but they're not working for me. Are these offsets working for everyone else, or am I just retarded?
Edit:
Did a bit of reversing and found that the Lua_DoString address is incorrect. The correct address for it is 0x3ACB50.
Working addresses:
Code:public static uint Direct3D9__Device = 0xA05E1C; public static uint Direct3D9__Device__OffsetA = 0x27E0; public static uint Direct3D9__Device__OffsetB = 0xA8; public static uint ClntObjMgrGetActivePlayerObjAddress = 0x3190; public static uint Lua_DoStringAddress = 0x3ACB50; public static uint Lua_GetLocalizedTextAddress = 0x1C7590;
Last edited by Thongs; 05-08-2011 at 12:02 PM.
Oops- sorry about that. Thanks Thongs. +rep Corrected it in my first post incase people don't read further.
I see what happened, I was being lazy and just copied from TOM_RUS's function list... Previously I had just been using FrameScript_Execute... but now I guess it is FrameScript_ExecuteBuffer.
7AE6A0 FrameScript_Execute
7ACB50 FrameScript_ExecuteBuffer
Last edited by Xelper; 05-08-2011 at 04:19 PM.
public static uint Direct3D9__Device = 0xA7E20C;
public static uint Direct3D9__Device__OffsetA = 0x27E8;
public static uint Direct3D9__Device__OffsetB = 0xA8;
public static uint ClntObjMgrGetActivePlayerObjAddress = 0x3280;
public static uint Lua_DoStringAddress = 0x425A30;
public static uint Lua_GetLocalizedTextAddress = 0x1B22E0;
Are these addresses correct for 4.2.0.14333?
At this point
Hook.DoString("DoEmote(\"Dance\")")
Wow crashes. :-(
Last edited by Freibeuter; 07-17-2011 at 08:46 AM.
Those look like the right addresses to me, I was using iHook about a week ago and those offsets match what I have in my app. Pasted them into Ryuk's example app and they work fine.You are running in DX9 mode correct?
hook is slow as **** .. even slower than my autoit hook ...
Hey Ryuk,
just checked your sample project and found it nice! good job
but i got a issue if i try "EnterWorld()" the wowclient crashes but sometimes it work. Any one who get the same error?
offsets:
public static uint Direct3D9__Device = 0xA7E20C;
public static uint Direct3D9__Device__OffsetA = 0x27E8;
public static uint Direct3D9__Device__OffsetB = 0xA8;
public static uint ClntObjMgrGetActivePlayerObjAddress = 0x3280;
public static uint Lua_DoStringAddress = 0x425C20;
public static uint Lua_GetLocalizedTextAddress = 0x1B25A0;
how i get wow 4.1 offset address?
---------- Post added at 12:14 PM ---------- Previous post was at 12:09 PM ----------
what tools or programe can get/watch the offset address like this????
how can I see offset 0xA7E20C
where? what tools?
public static uint Direct3D9__Device = 0xA7E20C;
public static uint Direct3D9__Device__OffsetA = 0x27E8;
public static uint Direct3D9__Device__OffsetB = 0xA8;
public static uint ClntObjMgrGetActivePlayerObjAddress = 0x3280;
public static uint Lua_DoStringAddress = 0x425A30;
public static uint Lua_GetLocalizedTextAddress = 0x1B22E0;
thanks.