Detection of veins of ore and grass menu

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  1. #1
    Hrap's Avatar Member
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    Detection of veins of ore and grass

    Hello to all,
    I make a bot to collect resources in WoW 3.3.5a.
    And I ask for help from you because I can't figure it out
    At the moment I have already implemented some features.
    I have
    Record and play routes
    Automatic combat system
    List of mobs to attack
    And much more

    But I can't figure out how to see the ore and grass nodes, what type of these objects

    I built an object manager using the EnumVisibleObjects functions and
    GetObjectByGUID

    When I stand near ore or grass,
    The object manager returns the following types for me: 1,2,3,4,5
    Which type is ore or grass?
    And one more question
    Why the EnumVisibleObjects function returns only types 1,2,3,4,5
    how to get types 6,7
    dynamic object and a corpse?

    Thanks in advance to everyone who answers

  2. #2
    danwins's Avatar Contributor CoreCoins User
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    Originally Posted by Hrap View Post
    Why the EnumVisibleObjects function returns only types 1,2,3,4,5
    how to get types 6,7
    dynamic object and a corpse?
    EnumVisibleObjects

  3. #3
    Hrap's Avatar Member
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    I have an object manager built on cyclical sorting of objects, but it returns the same objects as EnumVisibleObjects

    Code:
    		WowObject* getAll(WowObject* Objects, int *Count)
    		{
    			int CurentObject = 0;
    			int OldObj;
    
    			unsigned int ClientConnection = Read<unsigned int>(StaticClientConnection);
    			unsigned int ObjectManager = Read<unsigned int>(ClientConnection + ObjectManagerOffset);
    			unsigned int FirstObject = Read<unsigned int>(ObjectManager + FirstObjectOffset);
    			Objects = AddAray(Objects, CurentObject);
    			Objects[CurentObject].oBaseAddress = FirstObject;
    			
    			while (Objects[CurentObject].oBaseAddress != 0 && Objects[CurentObject].oBaseAddress % 2 == 0)
    			{
    				                Objects[CurentObject].oType = Read<short>(Objects[CurentObject].oBaseAddress + Type);
    						Objects[CurentObject].oGuid = GetObjectGuidByBase(Objects[CurentObject].oBaseAddress);
    						Objects[CurentObject].oFieldsAddress = Read<unsigned int>(Objects[CurentObject].oBaseAddress + Fields);
    
    						if (Objects[CurentObject].oType == 1)
    						{
    
    						}
    						if (Objects[CurentObject].oType == 2)
    						{
    
    						}
    						if (Objects[CurentObject].oType == 3)
    						{
    
    						}
    						if (Objects[CurentObject].oType == 4)
    						{
    
    							
    						}
    						if (Objects[CurentObject].oType == 5)
    						{
    
    
    						}
    						if (Objects[CurentObject].oType == 6)
    						{
    	
    						}
    						if (Objects[CurentObject].oType == 7)
    						{
    
    						}
    
    						//
    						CurentObject++;
    						Objects = AddAray(Objects, CurentObject);
    						Objects[CurentObject].oBaseAddress = Read<unsigned int>(Objects[CurentObject - 1].oBaseAddress + NextObjectOffset);
    		
    			}
    			*Count = CurentObject;
    			return Objects;
    		}
    He also does not return types 6,7
    I'm trying to solve this problem for the second week and can't figure it out.

    but what interests me most of all is the type of ore and grass
    In the end, it is a visible object, which means that it must be in the object manager
    Last edited by Hrap; 10-26-2018 at 07:20 PM.

  4. #4
    danwins's Avatar Contributor CoreCoins User
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    I'm guessing that your code is outdated and the way you are retrieving the object type is wrong, perhaps try checking the display id for the mining/herb node until you find it and then determine where/how the type is stored.

  5. #5
    Hrap's Avatar Member
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    thank you.
    I will try to search using a display id.

    the code seems to work at 3,3,5
    At least all the types of objects found correspond to the types that I see.
    except mining / herb

  6. #6
    Hrap's Avatar Member
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    Learned to find ore and grass nodes

    They have type 5 GameObject

    I now have another problem; I cannot find the offset for the GameObject position.
    I searched at forum and google and found nothing
    Can anyone tell me how to determine the position of the object?
    Is this only possible with VMT?
    or is there another way?

  7. #7
    h42's Avatar Contributor CoreCoins User
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    I think you need to work a bit on your searching, or be more patient with it. There are many available sources of information for old builds like this, for example this old dump thread. ([WoW][3.3.5.12340] Info Dump Thread)

    I haven't touched 3.3.5 since it was relevant, but GameObjects have their positional data stored elsewhere than say Units. Looking through that thread it seems to be X = objectAddess + 0xE8, with Y and Z following directly after that.

  8. Thanks Hrap (1 members gave Thanks to h42 for this useful post)
  9. #8
    Hrap's Avatar Member
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    Thank you very much

  10. #9
    Hrap's Avatar Member
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    it turned out that the answer was on the last page
    I am ashamed that I did not find it myself and spent your time
    in the future I promise to be more attentive

  11. Thanks h42 (1 members gave Thanks to Hrap for this useful post)
  12. #10
    Hrap's Avatar Member
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    There was another question, although not much
    What is the best way to implement key taps?
    I use now

    PostMessage(HWND, WM_KEYDOWN, vk, lParam);
    PostMessage(HWND, WM_KEYUP, vk, lParam);


    recently discovered an unpleasant feature.
    When a window loses focus, keystrokes stop working

    Is there a way to implement a keypress with wow?

    Sorry for the off-topic question.
    Last edited by Hrap; 11-04-2018 at 01:19 PM.

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