Results 1 to 8 of 8
  1. #1
    sullx
    sullx is offline
    New member
    Join Date
    2013 Jun
    Posts
    6
    Thanks Thanks Given 
    1
    Thanks Thanks Received 
    3
    Thanked in
    1 Post
    Rep Power
    0

    Working on X,Y,Z - UPDATED CE TABLE (06/02/13)

    Hello all. First, attached is an updated CE table of offsets utilizing the current game base address.

    The X, Y, and Z coordinates are not functioning, atm. Any help here would be appreciated. I have isolated pointers for player coordinates and however, they are not static pointers and so every so often (maybe 5 or 10 log-ins) I have to update them. I have tried finding them using offsets from the base address, but havent yet been successful. Any advice is greatly appreciated.

    Thanks!

    Please register or login to download attachments.


  2. The Following 3 Users Say Thank You to sullx For This Useful Post:


  3. #2
    rpm23
    rpm23 is offline
    New member
    Join Date
    2012 Sep
    Posts
    14
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    2
    Thanked in
    2 Posts
    Rep Power
    0
    TERA.EXE+CurrentOffset = S1GameManager
    S1GameManager+0x14 = S1LocalPlayer
    S1LocalPlayer+0x1FC = S1SkeletalMeshController
    S1SkeletalMeshController+0x0C = Orientation Pointer

    [Orientation]
    +0x54 - Vector3(X,Y,Z) float, float, float
    +0x60 - Vector3(Pitch, Yaw, Roll) float, float, float

    be sure to learn how to convert degrees -> radians, and radians -> degrees.

  4. The Following User Says Thank You to rpm23 For This Useful Post:


  5. #3
    sullx
    sullx is offline
    New member
    Join Date
    2013 Jun
    Posts
    6
    Thanks Thanks Given 
    1
    Thanks Thanks Received 
    3
    Thanked in
    1 Post
    Rep Power
    0
    Hi, yes. Shortly after asking I figured it out. I now have a fully working world_pathing bot that implements Dijkstra's algorithm in two levels, highway nodes, and street nodes. I am currently working to map out the world, but it is a fair amount of work. I can post video's for proof if any are necessary.

    I am a fairly sufficient c++ coder, but reversing is a thing I am still learning. What would be extremely useful is if I could some how find the standard game object container that holds things like npc's, enemies and world objects and from that extract things like coordinates and other member variables. I feel that I am on the verge of finding this stuff with cheat engine but I am having more difficulty than I would have thought.

    Is there a usual prescription for finding what I am describing? 'Object lists' might not be exactly the right keyword, but I assume every game has some type of object manager that utilizes some type of container.

    (Maybe this is a post better suited in a new thread...)

    Thanks

  6. #4
    AikaMaster
    AikaMaster is offline
    Senior Member AikaMaster's Avatar
    Join Date
    2012 May
    Location
    Inside you mind!
    Posts
    245
    Thanks Thanks Given 
    58
    Thanks Thanks Received 
    642
    Thanked in
    68 Posts
    Rep Power
    0
    @sullx
    Though I haven't tried reversing Tera client, I believe this Object lists or containers, are generally offsets.
    Example:
    BaseAdress + Offset1 = Npc start byte array
    From that offset above, you can get the other offsets (offset2, offset3,...) that will lead you to each "attribute" of that object.

    I hope that's what you wanted to know. Let me know if I missed the point.

  7. #5
    sullx
    sullx is offline
    New member
    Join Date
    2013 Jun
    Posts
    6
    Thanks Thanks Given 
    1
    Thanks Thanks Received 
    3
    Thanked in
    1 Post
    Rep Power
    0
    Hi AikaMaster,

    Yes, you are correct, unfortunately this much I understand just from my experience with coding. I am having a hard time trying to understand, however, how I can identify these data/member variables and then see the object structure from the assembly. And the how to find some container (of pointers say) to world objects, or vicinity objects (using object here in the c++ oop way). I can at the moment after some intensive trial and error find the x,y,z coordinates of an enemy, but I doubt what I have found is the static pointer (actually, I know that it is not), but moreover the way I have found it isn't a solution if I want to be able to detect on-the-fly enemies nearby and where they are in my pathing algorithm.

    If I could find some container of object pointers, and within those find pointers to nearby enemies, simple mathematics and coding would allow me to add some great features to my bot (such as evade, auto heal, and possibly attack gather if I persuaded by community interest)

    Thanks
    Last edited by sullx; 2013-06-26 at 04:42 AM.

  8. #6
    rpm23
    rpm23 is offline
    New member
    Join Date
    2012 Sep
    Posts
    14
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    2
    Thanked in
    2 Posts
    Rep Power
    0
    BaseModual+0x01A1BD34 + 0x00 = The object manager.

    Look around in there you will find an array pointer, followed by a array count, and then a maximum allocated size of the array.

    Use the vTables of the tera classes to determine if its a NPC/Player/Mob

  9. #7
    tanzer21
    tanzer21 is offline
    Guest
    Join Date
    2013 Jul
    Posts
    2
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    1
    Thanked in
    1 Post
    Rep Power
    0
    Thanks for the update!! I've got your offsets loaded into the cheatengine when I have Tera up and running but...I'm kind of a noob at this so forgive me if it's obvious, but I can't seem to select the cheats in the window. Won't let me check anything, is there something I'm doing wrong?

  10. #8
    rpm23
    rpm23 is offline
    New member
    Join Date
    2012 Sep
    Posts
    14
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    2
    Thanked in
    2 Posts
    Rep Power
    0
    Cheats? there are no cheats in there. it is just a list of pointers that give you information. Plus, by the look of your post date, the offset has changed again, its now TERA.EXE+01AE7838C.

Similar Threads

  1. [Dev] BOI offsets and BA CheatEngine table
    By Grooguz in forum Battle of the Immortals
    Replies: 4
    Last Post: 2013-01-11, 04:01 AM
  2. [Request] Decrypt Table File
    By Gasketo in forum Research Requests
    Replies: 4
    Last Post: 2012-08-09, 11:16 PM
  3. Replies: 0
    Last Post: 2012-06-02, 04:46 PM
  4. [Tutorial] How to renew old Cheatengine table for Aika
    By codename209 in forum Aika Guides, Tutorials
    Replies: 5
    Last Post: 2010-10-30, 10:42 AM
  5. [Info] Requiem Extended EXP table
    By Dwar in forum Requiem Guides, Tutorials
    Replies: 0
    Last Post: 2010-10-22, 01:27 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •