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 Post subject: runspeed for players
PostPosted: Thu Aug 09, 2007 5:23 am 
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Joined: Mon Jun 11, 2007 1:35 pm
Posts: 38
runspeed for players plz!!!


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 Post subject:
PostPosted: Thu Aug 09, 2007 1:07 pm 
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Joined: Sat Feb 04, 2006 5:49 pm
Posts: 748
Location: Chicago, IL USA
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.


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 Post subject:
PostPosted: Sat Aug 18, 2007 5:22 am 
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Joined: Mon Jun 11, 2007 1:35 pm
Posts: 38
so why runuo has [speedboost ?


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 Post subject:
PostPosted: Sat Aug 18, 2007 10:51 pm 
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Joined: Sat Feb 04, 2006 5:49 pm
Posts: 748
Location: Chicago, IL USA
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");


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 Post subject:
PostPosted: Fri Aug 24, 2007 1:07 am 
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Joined: Mon Jun 11, 2007 1:35 pm
Posts: 38
oh its great thx


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 Post subject:
PostPosted: Sat Feb 23, 2008 1:24 am 
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Joined: Tue Jul 25, 2006 5:16 am
Posts: 15
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?


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 Post subject:
PostPosted: Sat Feb 23, 2008 4:23 am 
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Joined: Sat Feb 04, 2006 5:49 pm
Posts: 748
Location: Chicago, IL USA
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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