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++METHOS I post too much
Reputation: 92
Joined: 29 Oct 2010 Posts: 4196
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Posted: Fri Dec 02, 2016 10:34 am Post subject: |
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(Deleted my previous post to update table)
From what I can tell, based on my brief observation, is that the player coordinates are in-game coordinates and the mouse coordinates are screen-relative coordinates...which is why you're seeing a slight offset. Changing the window size might work - I haven't checked it. Also, unless there are better coordinate values to work from, it doesn't look like you're going to be able to teleport through objects (walls, floors etc.) - which is very unusual for games, but not totally impossible. That said, you may be able to remove the restriction by examining surrounding code for a surface check or similar. In addition to a surface check, you may need to look for a no-fall-death.
Here is a basic teleport script:
Hotkeys:
1 = save slot 1
2 = load slot 1
3 = save slot 2
4 = load slot 2
5 = mouse vac on
6 = mouse vac off
| Description: |
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 Download |
| Filename: |
N++.exe.CT |
| Filesize: |
11.32 KB |
| Downloaded: |
1063 Time(s) |
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Kronogenics Advanced Cheater
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Joined: 01 Dec 2016 Posts: 82
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Posted: Fri Dec 02, 2016 11:14 am Post subject: |
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| I already have the no fall death, they store velocity, so when using the teleport you just have a sub script become enabled that will constantly overwrite the velocity to zero. I have been trying to find a surface check, I have also been trying to take some steps back to find out how it is calculating collision. But yeah, I don't think I know enough to move onto that stage just yet. I have also noticed that the top left of the window is always noted by my mouse x,y as -16. So if we can find a way to remove the players limitation and move them to anywhere then we could move their head to the top left/top right/bottom left/ bottom right, then use those coords to map the player to the mouse much more accurately, then it would be as simple as giving game res x and game res y a drop down box, thus you could make a teleport to mouse script that would teleport the characters head to the mouse pointer, and it would work on any screen resolution.
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++METHOS I post too much
Reputation: 92
Joined: 29 Oct 2010 Posts: 4196
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Posted: Fri Dec 02, 2016 11:57 am Post subject: |
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Could you please tell me if my table is working for you?
Regarding more accurate mouse vac, you need to reference ParkourPenguin's posts. But, that is advanced...
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Kronogenics Advanced Cheater
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Joined: 01 Dec 2016 Posts: 82
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Posted: Fri Dec 02, 2016 12:04 pm Post subject: |
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| What do you mean by VAC?
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++METHOS I post too much
Reputation: 92
Joined: 29 Oct 2010 Posts: 4196
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Posted: Fri Dec 02, 2016 3:50 pm Post subject: |
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Vacuum. The player gets 'sucked' or teleported to the mouse position.
Is the table working for you?
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Kronogenics Advanced Cheater
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Joined: 01 Dec 2016 Posts: 82
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Posted: Mon Dec 05, 2016 11:32 am Post subject: |
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| For the most part, but I am going to see about making a god mode script. I will be making a new post and asking about how to go about making a god mode script for a game with no health. Thank you both for all of the help.
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++METHOS I post too much
Reputation: 92
Joined: 29 Oct 2010 Posts: 4196
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Posted: Mon Dec 05, 2016 12:47 pm Post subject: |
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For the most part? What does that mean?
You know, I took time out of my day to download this game and write that script for you...it would be nice if you could take time out of your day to let me know whether or not it is working as it should be, instead of requiring me to keep on asking you.
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Kronogenics Advanced Cheater
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Joined: 01 Dec 2016 Posts: 82
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Posted: Mon Dec 05, 2016 12:49 pm Post subject: |
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| I do know, and I am aware, yes, the script is working, no the player is not "sucked" to the mouse, it does similar to what my script does, it moves the player to the coordinates that the mouse is located. Or so it appears.
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++METHOS I post too much
Reputation: 92
Joined: 29 Oct 2010 Posts: 4196
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Posted: Tue Dec 06, 2016 4:53 am Post subject: |
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I was merely using the term to describe what should be happening. No need to be literal here. After all, I did say this, and even used quotations:
| ++METHOS wrote: | | Vacuum. The player gets 'sucked' or teleported to the mouse position. |
Obviously, the player coordinates are suppose to match the mouse coordinates - which it does - so, although I say vac, it's technically a teleport that happens (many times, in fact)...but I use the term 'vac' because the coordinates continuously match, similar to a vacuum sucking the player, in lieu of a single transfer of data (a single teleportation).
Unfortunately, the coordinate systems are different, so the player will not match exactly, visually on the screen, unless you can figure out how to, mathematically, automate those necessary adjustments, as ParkourPenguin noted previously.
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Kronogenics Advanced Cheater
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Posted: Tue Dec 06, 2016 6:08 am Post subject: |
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| Alright, then I suppose my next step is going to be manipulating the script based on fullscreen and resolution.
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++METHOS I post too much
Reputation: 92
Joined: 29 Oct 2010 Posts: 4196
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Posted: Tue Dec 06, 2016 6:13 am Post subject: |
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I do believe that the necessary, mathematical adjustments must occur in order for this script to work as desired. Assuming that this is even possible, I do not know if additional work will be needed to accommodate the various window sizes. Perhaps, yes. I think, it will be necessary to determine the internal, game coordinates, relative to the X/Y screen coordinates at 0/0. Beyond that, determining if further adjustments will be required to account for any differences.
Last edited by ++METHOS on Tue Dec 06, 2016 6:18 am; edited 1 time in total |
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Kronogenics Advanced Cheater
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Posted: Tue Dec 06, 2016 6:17 am Post subject: |
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| Well I do believe that if the program is utilizing your on screen coordinates then having it full screen would change the effect location of the mouse, but yes, I do believe once I am able to map all of the values once I run the game in full screen that I should be able to get it working, at least for 1920x1080.
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++METHOS I post too much
Reputation: 92
Joined: 29 Oct 2010 Posts: 4196
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Posted: Tue Dec 06, 2016 6:18 am Post subject: |
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| I have updated my previous post.
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Kronogenics Advanced Cheater
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Posted: Tue Dec 06, 2016 6:21 am Post subject: |
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| I will get back to you after more testing. Thank you!
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ParkourPenguin I post too much
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Joined: 06 Jul 2014 Posts: 4775
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Posted: Tue Dec 06, 2016 1:37 pm Post subject: |
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There should be some code responsible for translating the player's coordinates into screen coordinates. Look at the code after the instructions which access the player's coordinates.
If you see anything that could resemble this (e.g. converting double to float, a call to a floor function, multiplying/dividing by some other value), try modifying some code around there and see what happens. If only the player's visual position is affected but you can still move around normally, then that's probably the code that translates the player's coordinates into screen coordinates.
Once you find that, make a code injection to get the values it uses. You can pretty much repeat what you did for getting the mouse coordinates. Then, in the code injection that writes to the player's coordinates, use those same values in the opposite order to translate screen coordinates into player coordinates (e.g. if the function multiplies by value A and then adds value B to it, you need to first subtract value B then divide by A).
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