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runspeed for players

 
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Unfaithful



Joined: 11 Jun 2007
Posts: 38

PostPosted: Thu Aug 09, 2007 9:23 am    Post subject: runspeed for players Reply with quote

runspeed for players plz!!!

Author Message
CWO



Joined: 04 Feb 2006
Posts: 691
Location: Chicago, IL USA

PostPosted: Thu Aug 09, 2007 5:07 pm    Post subject: Reply with quote

Thats not managed by POL at all. Thats managed by the client. This is why speedhacking is possible. If POL were to even try and attempt to make a player run faster by itself it would just throw the server and client out of sync.

Author Message
Unfaithful



Joined: 11 Jun 2007
Posts: 38

PostPosted: Sat Aug 18, 2007 9:22 am    Post subject: Reply with quote

so why runuo has [speedboost ?

Author Message
CWO



Joined: 04 Feb 2006
Posts: 691
Location: Chicago, IL USA

PostPosted: Sun Aug 19, 2007 2:51 am    Post subject: Reply with quote

Oh you're talking about that... FYI thats still the client doing that, its just a feature thats hidden inside of it and all it needs is a simple packet to activate.

Code:

use uo;

program boost(who)
   SendPacket(who, "BF0006002601");
endprogram


save that as a textcmd or put that one line wherever you want to activate it. Just a note that this will only allow someone on foot to move as fast as if they were mounted. This doesn't affect them while they are mounted.

On logout, it will automatically deactivate. To deactivate it at any other time, just use

Code:
SendPacket(who, "BF0006002600");

Author Message
Unfaithful



Joined: 11 Jun 2007
Posts: 38

PostPosted: Fri Aug 24, 2007 5:07 am    Post subject: Reply with quote

oh its great thx

Author Message
ultek



Joined: 25 Jul 2006
Posts: 15

PostPosted: Sat Feb 23, 2008 5:24 am    Post subject: Reply with quote

what would happened if some application working between serwer and client (serwer<--app-->client) send that packet to client without informing srv about that? out-of-sync?

Author Message
CWO



Joined: 04 Feb 2006
Posts: 691
Location: Chicago, IL USA

PostPosted: Sat Feb 23, 2008 8:23 am    Post subject: Reply with quote

Out of sync. It would just screw up things. Mostly because the client and server stay in sync with the move request and confirm/deny move by sending a 1 byte sequence number inside those packets that acts as a counter. It counts from 0-255 then resets back to 1 again (not 0).

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