Help in the range of the wapons
Anyone can do this in each skin of arms? Increase the distance of each weapon?
Alguem sabe fazer isto em cada skin das armas? Aumentar a distância de cada arma?
Se souber poste em preferencia de portugues, pois estou começando agora, e me ensine a localizar cada arma de acordo com o tipo, foice, maxado e tal... como no video!
Game 2011-08-27 21-24-03-89.flv - YouTube
Re: Help in the range of the wapons
Many people can. It's called "Range hack", and is a major cheat on many servers; private, or otherwise.
Therefore, nobody here should tell you how to do this! (we don't tell people how to exploit servers or cheat)
I nearly closed this thread, but if anybody wants to discuss ways we can stop people being able to do this; that would not be outside the realm of RaGEZONE. ^_^
My guess would be to embed checksums for each mesh file in the executable. But that's still a pretty lame security. :(:
Re: Help in the range of the wapons
Quote:
Originally Posted by
bobsobol
My guess would be to embed checksums for each mesh file in the executable. But that's still a pretty lame security. :(:
Server have XYZ of player and XYZ monster.
We can add distance calculator.
If you attack monster and your distance is bigger than it should be server generate hack log, RAGE HACK... etc.
If you see a lot of RANGE HACK player XXX than you can safely tell that he is using "something long" =P
Re: Help in the range of the wapons
That's a good idea Vormav. Of course, the range this video shows is not much greater than a bow, or jav so knowing what class / weapon the character is using when the log entry is made would be a real help. :/:
Also not sure where you would pick up, and create such a log entry... or how you would identify Co-Ordinates. But I can imagine that if you know the player name, you can then cross reference that with the saved game .DAT file for the character and see which weapon they where using when they last saved. (may not be completely accurate, if they just switched weapon)
Re: Help in the range of the wapons
Server does a range check to show NPCs in-game.
NPCs and Monsters are sent in 0x48470014 packet. Probably would be a range check.
Re: Help in the range of the wapons
That's an interesting idea. So the thing would be to find out what code filters out the monsters to send update packets to a particular player.
That could get complicated though... working out the structures it reads, and crossing your fingers, praying that they are still in that order when the player attack packet is sent. :/:
Re: Help in the range of the wapons
I think server can pair player and monster that player is attacking.
We don't have to worry about some skills, they have fixed range.
Bows and javelins can't be range hacked.
We don't have to worry about Wands and Staffs, but lets take them in our calculations.
So we are left with sword, axes, claw, maces, pikes, wands/staffs.
Player weapon in packet is usually compared to items table and give fixed value like wa210.
So we have player informations like:
Name, weapon, XYZ.
And monster information like:
Name, XYZ.
We need to trace function that pair player <=> monster and compare XYZ.
I think you can't attack UP (Z), need to check that but that would be one value less. So for example if player have 2hand sword, standing on 100 500 20 and attacking monster on 100 900 20 than we will call function that writes to hack.log with parameters: "player name":"server name":"time":"RANGE HACK".
Anyone going to trace function in server?
Re: Help in the range of the wapons
The distance of the attack depends on the weapon size, many hackers used to make them own big items in 3d max and just replace it in the game folder with another item.
I dont think that it possible to change the attack distance to an existing weapon.
Enough said ;)
Re: Help in the range of the wapons
Quote:
Originally Posted by
tnrh1
Enough said ;)
Too much said! But I guess that much is reasonably obvious from the video.
I don't like it documented so clearly in black and white, but I've basically said as much my self elsewhere. (shouldn't be a hypocrite) Fortunately, I think your appraisal is slightly inaccurate. Let's leave it that way. :ott1:
Re: Help in the range of the wapons
Well I would not call it hacking... its a game design flaw.
Bows and javelins have fixed rage in item configuration, maybe its possible to force it on other weapons, this way no mater how big weapon is it would have fixed range.
Re: Help in the range of the wapons
Yea, I used the terms "exploit" and "cheat"... as far as I'm concerned implementing an extension to the Linux kernel to support a native 3D input device to the default terminal is "hacking". The term "hacking" has always been a positive thing for me, that's when you provide extra features not originally conceived which you share for the benefit of all. Where as exploiting others, or cheating is not to the benefit of all at all, it is distinctly "gaining an unfair advantage".
Some unscrupulous "hackers" give them all a bad name by terming such exploits a "hack" and claiming that they are to everyone's benefit, and if some people choose to play by the rules and not spoil the game for everyone that's their loss. :(:
Quite honestly, I don't see the point. If I wanted to write an uber cheat, I'd hack "You win! Game Over" as soon as you create a new character, then log you out. How awesome is that!? It wouldn't even spoil the game for anyone else. You only have to log in and you won a never ending game already! Think how cleaver you must be. :glare: Complete 2 more never ending games this way in just one day and you can finish the day with breakfast at Milliways, The Restaurant at the End of the Universe. :lol:
Sadly, I suspect that this is also enforced client side, and if you found the code that makes it so, you could disable it to make ranged weapons kill from any distance. :(: Considering that if the client chooses to ignore ground height, you can fly above the monsters and bring death from above. :/:
Re: Help in the range of the wapons
Quote:
Originally Posted by
bobsobol
Sadly, I suspect that this is also enforced client side, and if you found the code that makes it so, you could disable it to make ranged weapons kill from any distance. :(: Considering that if the client chooses to ignore ground height, you can fly above the monsters and bring death from above. :/:
Correct me if I am wrong but did not *CHECK_PLAYFIELD in hotuk.ini was used to check if player is on ground?
Range of bows and javelins is stored on server side and if you change it in client you will generate hack log, so maybe its not bad idea to force rest of weapons to do the same.
Re: Help in the range of the wapons
I didn't know about *CHECK_PLAYFIELD, but I do know servers who have had a lot of trouble with flying players. :/: Maybe they didn't know either, so it's a good point to make.
If the hacking log can catch weapon range regardless of type, that would be an ideal place to catch this cheat... do you think that is in the DLLs?
Re: Help in the range of the wapons
I did not test it too, but since PT know where to drop NPC or MOB on Z axis than it should be able to tell where player is on Z axis.
About range:
This is what I'm talking about (WS101 "Short Bow")
*사정거리 190
=
* Range 190
It might be just a switch somewhere in server that will force rest of weapons to use it.
Re: Help in the range of the wapons
The way we calc the range in emu, is using the distance between two points, from analytic geometry.
double sum1 = Math.Pow((x2 - x1), 2);
double sum2 = Math.Pow((y2 - y1), 2);
double sum3 = Math.Pow((z2 - z1), 2);
double result = sum1 + sum2 + sum3;
var total = (double)(Math.Round((double)Math.Sqrt(result), 0));
if (total <= 900)
return true;
else
return false;