Posted: Thu Aug 09, 2007 9:23 am Post subject: runspeed for players
runspeed for players plz!!!
Author
Message
CWO
Joined: 04 Feb 2006 Posts: 699 Location: Chicago, IL USA
Posted: Thu Aug 09, 2007 5:07 pm Post subject:
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.
Joined: 04 Feb 2006 Posts: 699 Location: Chicago, IL USA
Posted: Sun Aug 19, 2007 2:51 am Post subject:
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
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: 699 Location: Chicago, IL USA
Posted: Sat Feb 23, 2008 8:23 am Post subject:
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).