Actually I have the player:moveTo working just fine. As I mentioned above, I use the numlock to move.lisa wrote:I can confirm the direction address you have can turn the player (camera), you can then use forward keypress to go that direction. So turning is easy enough, the actual movement forward will be the pain,
Not necessarily. If we can read by pointers then we just have to always use pointers. Eg. I think I found the memory area that holds the table of addresses for the objects around you. This table is in a range we can read. The addresses stored there are mostly 0xFxxxxxxx. So if we want to search for a target we might not be able to do thislisa wrote:MM not being able to deal with address 0x8000000 + kind of put me off, even if we manage to get something working if the addresses needed are in that region then we are toast.
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pawn.Address = memoryReadUInt(getProc(), gamebase + whatevervalue)
pawn.X = memoryReadFloat (getProc(), pawn.Address + pawnX_offset)
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pawn.Address = memoryReadUInt(getProc(), gamebase + whatevervalue)
pawn.X = memoryReadFloatPtr (getProc(), gamebase + whatevervalue, pawnX_offset)
etc.
I have no problems usinglisa wrote:Ohh yeah I found the static that gives us the value of "Game.dll", I'll post it tomorrow from work.
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BaseAddress = getModuleAddress(findProcessByWindow(__WIN), "game.dll");