Swim, Speed and wall hacks
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Only post additional bot resources here. Please do not ask unrelated questions.
Only post additional bot resources here. Please do not ask unrelated questions.
Re: Swim and Speed hacks
Have you tried the instructions in my signature ??
Remember no matter you do in life to always have a little fun while you are at it
wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
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Re: Swim and Speed hacks
I too would like to know how to turn this on or off, at will.lisa wrote:Depends, do you want to fly or do you want to walk faster?mrkheaven wrote:where do I put the code to make this user function work?
Do I need to add it in a waypoint file or in my profile and how exactly would it look like ?
Thank you for helping me out.
Would Cheat Engine work?
There's probably a handful of uses that would make this useful.
Swimming would be very useful for instances to get around things.
And Speed would be useful just about everywhere. Even a small % increase won't draw attention.
Speed in a Dungeon may allow you to avoid damage from bosses with a Kite Strategy.
Re: Swim and Speed hacks
just use the call function I posted on first topic.
You can use it in the onload, in waypoint coords, anywhere you can call a function.
waypoint coord example would be like this
WP onload would be like this
profile onload would be something like this
Not sure I can explain it any better then that.
You can use it in the onload, in waypoint coords, anywhere you can call a function.
waypoint coord example would be like this
Code: Select all
<!-- # 15 --><waypoint x="3754" z="802"> fly() </waypoint>
Code: Select all
<?xml version="1.0" encoding="utf-8"?><waypoints>
<onLoad>
speed()
</onLoad>
Code: Select all
<onLoad><![CDATA[
speed()
-- Additional Lua code to execute after loading the profile
-- and before the bot starts. e.g. You could overwrite profile settings here
-- like: changeProfileOption("HP_REST", 60);
]]></onLoad>
Remember no matter you do in life to always have a little fun while you are at it
wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
Re: Swim and Speed hacks
When does it do that error?
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________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: Swim and Speed hacks
Rock, it's occuring just as swimhack is activated, bot says swimhack activated then i get a critical error that shuts game down.
Re: Swim and Speed hacks
That would imply you have an outdated swim hack or you're using an older version of the game. Of course it could also be some other code near where the fly() command is.
- Please consider making a small donation to me to support my continued contributions to the bot and this forum. Thank you. Donate
- I check all posts before reading PMs. So if you want a fast reply, don't PM me but post a topic instead. PM me for private or personal topics only.
- How to: copy and paste in micromacro
________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: Swim and Speed hacks
Added a WP to first post, it is for when playing manually and using fly or speed with keypresses.
Remember no matter you do in life to always have a little fun while you are at it
wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
Re: Swim and Speed hacks
I keep getting an error when I try to run the swimhack. I have the latest revission of rombot 663 and the latest version of the swimhack 1.4b but I keep getting an error. The error is
what is the problem.
Code: Select all
userfunction_swimhack.lua:19: attempt to call global 'memoryWriteString' (a nil value)
Re: Swim and Speed hacks
The comment said it was for patch 4.0.3 current patch is 4.0.4.2456 I have just updated the first post to V1.5
Remember no matter you do in life to always have a little fun while you are at it
wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
Re: Swim and Speed hacks
what are u trying to do ?
Re: Swim and Speed hacks
You need to update Micromacro, there are already a few links posted on the forum, do a search.Dieo wrote:Just updated to 1.5 and still have the same error.
Remember no matter you do in life to always have a little fun while you are at it
wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
Re: Swim and Speed hacks
How about putting swimhack, speedhack and all the other user_functions in the SVN repository?
Would save a lot of people from having the wrong versions.
Just sayin'
Would save a lot of people from having the wrong versions.
Just sayin'
Re: Swim and Speed hacks
Generally because userfunctions are in fact user functions, may be created by anyone and posted by anyone, although I may be keeping this one up to date that doesn't mean it should be added to default bot, maybe not everyone wants to have these in their botting experience.
Having them as a user function is also a very good way for testing and improving without having to do a new commit constantly. The speed and swim function have both changed conciderably over the last few months.
We do often talk about whether some userfunctions should be added into the default bot, such as the questbyname.
As for keeping up to date, simplest way would be to add the swim address to addresses.lua, it would mean we would have to update it every patch but we do that anyway. So the files can be improved without needing commits to svn.
Having them as a user function is also a very good way for testing and improving without having to do a new commit constantly. The speed and swim function have both changed conciderably over the last few months.
We do often talk about whether some userfunctions should be added into the default bot, such as the questbyname.
As for keeping up to date, simplest way would be to add the swim address to addresses.lua, it would mean we would have to update it every patch but we do that anyway. So the files can be improved without needing commits to svn.
Remember no matter you do in life to always have a little fun while you are at it
wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
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Re: Swim and Speed hacks
That would be an immensely useful enhancement - adding the 'extra' memory addresses to the addresses file - or even creating another addresses file - hackaddresses.lua that contains these would make it a lot easier for those of us who have very limited time (for example: I don't get to read all posts and keep up with them all - so remembering to update the addy for the swimhack doesn't always happen and that's a day of COT gone).
After all, I use the bot cause I'm too lazy to run the mini's myself (personally I hate them, and a lot of the endless grind stuff out there - I only play to muck around with botting and for SW).
After all, I use the bot cause I'm too lazy to run the mini's myself (personally I hate them, and a lot of the endless grind stuff out there - I only play to muck around with botting and for SW).
Last edited by BillDoorNZ on Thu Oct 27, 2011 4:41 pm, edited 1 time in total.
Re: Swim and Speed hacks
Thanks for the feedback Lisa.
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Re: Swim and Speed hacks
If you just use SVN update, it will merge your changes (ie. the extra addresses) with the changes we make. There shouldn't be any real need for an extra file.BillDoorNZ wrote:That would be an immensely useful enhancement - adding the 'extra' memory addresses to the addresses file - or even creating another addresses file - hackaddresses.lua that contains these would make it a lot easier for those of us who have very limited time (for example: I don't get to read all posts and keep up with them all - so remembering to update the addy for the swimhack doesn't always happen and that's a day of COT gone).
After all, I use the bot cause I'm too lazy to run the mini's myself (personally I hate them, and a lot of the endless grind stuff out there - I only play to muck around with botting and for SW).
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- Joined: Wed Aug 03, 2011 7:37 pm
Re: Swim and Speed hacks
doh!!! of course should have know that myself - used SVN enough - tho am being made to use TFS these days I miss SVN
Mind you, this doesn't solve the problem of having to then manually update the 'extra' addresses for speed/fly pointers, which is the real benefit of having them in addresses.lua and checked in.
thx Admin
Also, what ever happened to the IPC stuff you were working on? I seem to remember you mentioning something about writing some IPC stuff.
Mind you, this doesn't solve the problem of having to then manually update the 'extra' addresses for speed/fly pointers, which is the real benefit of having them in addresses.lua and checked in.
thx Admin
Also, what ever happened to the IPC stuff you were working on? I seem to remember you mentioning something about writing some IPC stuff.
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Re: Swim and Speed hacks
Works, but it was awfully buggy. It is pretty difficult to retrofit something like that into the design. But, at least it is something to take into consideration in the future. Quite frankly, I don't see any reason to completely rewrite the bot when what we've got is working well enough.BillDoorNZ wrote: Also, what ever happened to the IPC stuff you were working on? I seem to remember you mentioning something about writing some IPC stuff.
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Re: Swim and Speed hacks
yep, I hear ya, it works well enough for what people want to do with it.
Its only for more complex scenario's where we want the bot the run in coordination with other bots and allow it to control them etc that you need that sort of thing.
I have my UDP stuff working well enough now to so something like that, but the way I have it working at the moment is purely to allow me to play at work via a windows forms type interface so I dont have the game client on-screen for any tom dick or harry to wander past and see.
The biggest issue I've found with it is the time it takes to read the in-game text using Rock's Chat Monitor stuff. I have it running in another 'thread', looping over most channels returning the latest text and yielding in between. I had to write some code to make it skip the whole loop when the bot was running from one place to another, as it caused the character to take a step forward, stop, take another step, stop etc which was painfully slow and looked completely retarded.
What I ended up doing was creating my own version of waypoints, and serializing all the data to disk, so I have a database of waypoints for various areas that I grind and travel around (along with NPC's, mailboxes, AH's etc). Then, I get the latest co-ordinates sent back regularly and work out which waypoint my character is closest to and can tell the app to plot a path to nearest mailbox, housemaid, ah, bank etc and turn off the monitors, run to the destination and resume them. All works pretty well now but not really setup to run multiple characters etc.
The real beauty of it has been getting the app to draw maps for me and plot my characters progress as it runs along - and in removing the need for transport runes as it knows how to build the code to use transporters and snoops too (along with optimizing for shortest path). Was great fun to write too
Its only for more complex scenario's where we want the bot the run in coordination with other bots and allow it to control them etc that you need that sort of thing.
I have my UDP stuff working well enough now to so something like that, but the way I have it working at the moment is purely to allow me to play at work via a windows forms type interface so I dont have the game client on-screen for any tom dick or harry to wander past and see.
The biggest issue I've found with it is the time it takes to read the in-game text using Rock's Chat Monitor stuff. I have it running in another 'thread', looping over most channels returning the latest text and yielding in between. I had to write some code to make it skip the whole loop when the bot was running from one place to another, as it caused the character to take a step forward, stop, take another step, stop etc which was painfully slow and looked completely retarded.
What I ended up doing was creating my own version of waypoints, and serializing all the data to disk, so I have a database of waypoints for various areas that I grind and travel around (along with NPC's, mailboxes, AH's etc). Then, I get the latest co-ordinates sent back regularly and work out which waypoint my character is closest to and can tell the app to plot a path to nearest mailbox, housemaid, ah, bank etc and turn off the monitors, run to the destination and resume them. All works pretty well now but not really setup to run multiple characters etc.
The real beauty of it has been getting the app to draw maps for me and plot my characters progress as it runs along - and in removing the need for transport runes as it knows how to build the code to use transporters and snoops too (along with optimizing for shortest path). Was great fun to write too
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