Page 1 of 1

Get client side X,Y co-ordinates, not wait for server?

Posted: 2005-06-16 16:09:11
by Jimmy
Just a thought...

Walking around is very slow when you must wait for server reply every step to make sure you have moved. Would it not be easy to just get the client side player co-ordinates from memory instantly (as new command), to check if you have moved, rather than waiting for server reply to know you have moved. Can just check server position every few steps to stay synced in script, client gets pushed back if server says you cant move there anyway.

Yoko suggested using UOAP in another post, can it walk quick? Not that i want to run multiple progs anyway, just wondering?

Posted: 2005-06-16 20:31:53
by Beyonder
What you mean is to make feature on letting client decide can you move there or not. That can be realised using ASM (Injection mod, find at this forum) it allows to get tileinfo without targeting it. So you just have to get a base of passable tiles, and scan the next tile before the moving.

Posted: 2005-06-17 22:58:14
by Yoko
what kind of moving you use
pressing keys or what?

Posted: 2005-07-03 13:26:32
by Jimmy
Argh. Sorry i took so long to reply, i know how annying that is, i couldnt remember password, went to bed, then forgot all about it afterwards.

I use keypresses to move, my problem is not actual moving, it moves fine, but problem is checking to see if it has moved or ran into something and didnt move.

is there a better way to move with injection?

Posted: 2005-07-05 15:55:50
by Yoko
there is no any easy moving on injection now

Posted: 2005-07-05 23:19:36
by flake
Jimmy wrote:I use keypresses to move, my problem is not actual moving, it moves fine, but problem is checking to see if it has moved or ran into something and didnt move.


Why not to use UO.GetX() and UO.GetY()?

Something like

Code: Select all

MyX = UO.GetX()
  MyY = UO.GetY()
  UO.Press(36)
    If MyX <> UO.GetX() Or MyY <> UO.GetY() Then
      ....   ; your char had moved
    EndIf