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I need my HP to be below 0 for this to work as well. If you don't want to post a reply here, you can PM me.
I think I also found the equation for fall damage (z-axis fall height), roughly about (55 - (damage * 3)). That's for low damage, about 5 and below. It doesn't always do the exact damage you want, but will keep it in the ballpark. Seems to be affected by how fast you fall. Things like gravity or FPS play a factor.
@Goatse Moneyshot That's not what I'm doing. It's much more useful. I just need to figure out how to send a packet to damage myself for my HP + 1. If anyone can tell me the exact C++ code for sending that packet (if I'm doing it wrong) and it works I will share it with that person.
Someone sent me a PM and said I could also adjust the gravity and that might help. But still would like a way to accurate tell how much damage I'm going to take.
...you've already stated wouldn't be shared with anyone else.
However, these things were buried on purpose and don't expect anyone with knowledge of them to help you.if your just messing around and doing it for experimental purposes, welp have at it

Well then this will be the last post for this thread I suppose. The last few things I found were...
If I set gravity to something not too harsh and the height not too high I can get it to repeat across monitor refresh rates.
example: 1.9 gravity with +6 z-axis you get 1-4 damage per hit.
If I set a timer in C# to keep doing damage till I am unconscious then I have achieved it pretty much.
However, there are glitches. If I minimize the game window, it will do 600 damage and kill me. If I open a window in game (ex: inventory) I will take 600 damage and die. It has something to do with the game freezing for a quarter of a second when certain things happen. Maybe it's not multi-thread friendly? So, best to not do anything when the timer is doing its thing and wait for the results.
Rich (BB code):private void knockout_Click(object sender, EventArgs e) { knockout.Enabled = true; } //timer tick is set for 1500 milliseconds, disabled by default private void knockout_Tick(object sender, EventArgs e) { int current_hp = MemLib.readInt("PlayerCurrentHP", codeFile); if (current_hp < 0) { MemLib.writeMemory("gravity", "float", "0.4", codeFile); knockout.Enabled = false; return; } string grav = "1.9"; MemLib.writeMemory("gravity", "float", grav, codeFile); MemLib.writeMemory("playerZ", "float", (float.Parse(z_label.Text) + float.Parse((6).ToString())).ToString(), codeFile); }

While I find the information interesting. You still haven't mentioned what the exploit itself would be and while this thread went dormant for a year, reading back it shows you have no plan of sharing the actual exploit. So out of curiosity, what is the point in posting the information at all?
Think about it ... what happens when your toon falls unconscious? How do surrounding mobs react?
