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		Twistedfate Expert Cheater
  Reputation: 1
  Joined: 11 Mar 2016 Posts: 231
 
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				 Posted: Wed Jul 27, 2016 12:17 pm    Post subject: For smart people only Hard case (help request) | 
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				I am newbie at ASM : 
 
can you help me 
 
 
 
 
I have 2 players     with 2 co ordinates and 2 names  
 
My name and enemy name     
 
I want to             move enemy co ordinates to my co ordinates 
 
___________________
 
 
 
I need help at 2 cases : 
 
 
**how do I mov   enemy co-ordinates to mine      using  Name and co-ordinates ( both are at one structure )
 
 
 
**the 2nd case 
 
If i want to tell the game ..... If my enemy next to me (at 6 steps range then mov his co ordinates to mine ) 
 
 
 
Some one build example code for me
 
 
lets consider player 1 name = miner     and there are alot of enemys around you
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		cooleko Grandmaster Cheater
  Reputation: 11
  Joined: 04 May 2016 Posts: 717
 
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				 Posted: Wed Jul 27, 2016 11:12 pm    Post subject:  | 
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				I'm not sure if I'm considered smart enough to help you, but I would have an AOB script (use AOB template on instruction) set two or three memory values (alloc(bX,8), alloc(bY,8), alloc(bZ,8)) in the enable, when the player is detected (find something in the structure that distinguishes), save the players coordinates. When the enemy is detected, if player coords arent 0, then set the enemies coords to the player coords (maybe add some small offset to X or Y so they stand next to or in front of you). If you are fancy, you could just save the players base address and use pointers for the X,Y,Z instead of saving the actual values.
 
 
 
 
 	  | Code: | 	 		  ...
 
alloc(bPlayer,8)
 
...
 
code:
 
  cmp [register+offset], PlayerIdentifier
 
  JNE EnemyTest
 
  mov [bPlayer], register
 
  ORIGINAL INSTRUCTION
 
  return
 
EnemyTest
 
  cmp [bPlayer],0
 
  jne MoveEnemy
 
  ORIGINAL INSTRUCTION
 
  return
 
MoveEnemy:
 
  push eax
 
  mov eax, [bPlayer+xOffset]
 
  mov [register+xOffset], eax
 
  mov eax, [bPlayer+yOffset]
 
  mov [register+yOffset], eax
 
  pop eax
 
  ORIGINAL INSTRUCTION
 
  return | 	  
 
 
To offset the enemy a few steps to a direction just add an "add eax,5" before setting the Enemy X or Y
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		Twistedfate Expert Cheater
  Reputation: 1
  Joined: 11 Mar 2016 Posts: 231
 
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				 Posted: Thu Jul 28, 2016 9:15 am    Post subject:  | 
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				 	  | Quote: | 	 		  I'm not sure if I'm considered smart enough to help you, but I would have an AOB script (use AOB template on instruction) set two or three memory values (alloc(bX, , alloc(bY, , alloc(bZ, ) in the enable, when the player is detected (find something in the structure that distinguishes), save the players coordinates. When the enemy is detected, if player coords arent 0, then set the enemies coords to the player coords (maybe add some small offset to X or Y so they stand next to or in front of you). If you are fancy, you could just save the players base address and use pointers for the X,Y,Z instead of saving the actual values.
 
 
 
 
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thank you I think I have got the idea I will post a message for help ^^
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