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  • A TLP without truebox has thawed (Very Vanilla ready)
    Frostreaver

MQ2COpen

if you can find me a place that has a chest pre-LDoN I'd love to find it. My testing account has limits :(
 
Bit late but Feerrott has 3 chests. "a caravan chest" at Locs. (1)-33.38, 716.75, -130.00 (2)182.75, 725.25, -136.37 (3)-1229.00, -774.63, -118.38.
 
EvenLessSpam said:
Anyone got the latest #define PKT_OPEN_OBJECT offset? Or is it unchanged for 2005-12-07?


Tone or someone .. if you can PM me how to find this one.. i will look it up ..

I just tried this in stoneroot.. on one of those shroom thingies. that you can /open and nada..
 
It's not an offset, it's an opcode and it's now 0x46BE
 
odessa could you pm me how to find opcodes?

or maybe write a little guide?


8-)
 
sorry but no packet guides from me.

p.s. how did I know I was going to get a negative red cent for this? :)
 
Last edited:
DOH sorry odessa ...

I guess some people are touchy lately .. lol

/whispers you could just pm me

8-)

army
 
Does this plugin warp you to object, open then warp you back, or Just remove the distance check for /open?
 
Hell yea, rg01... but...

Rich (BB code):
	// acquire target
	PSPAWNINFO Target = (PSPAWNINFO)pTarget;
	if (Target->Type = 

	// setup move packet
	struct _MOVEPKT {

..hehe ;)

-CodeCaster
 
codecaster said:
Hell yea, rg01... but...

Rich (BB code):
	// acquire target
	PSPAWNINFO Target = (PSPAWNINFO)pTarget;
	if (Target->Type = 

	// setup move packet
	struct _MOVEPKT {

..hehe ;)

-CodeCaster

funny.. not sure how that got in there. an older one i had displayed a message when you did /open on a non chest target. fixed that for now :)
 
Mantisknight said:
Does this plugin warp you to object, open then warp you back, or Just remove the distance check for /open?
I don't know for sure, but reading the comments in the code, makes me think that it warps you to the chest, opens it and warps you back.
Rich (BB code):
	// init move packet
	ZeroMemory(&P, sizeof(P));
	P.SpawnID = (unsigned short)pChar->SpawnID;
	P.Heading = (unsigned int)(pChar->Heading * 4);

	// jump to
	P.Z = Target->Z;
	P.Y = Target->Y;
	P.X = Target->X;
	SendEQMessage(PKT_UPDATE_POSITION, &P, sizeof(P));

	// open
	SendEQMessage(PKT_OPEN_OBJECT, "", 0);

	// jump back
	P.Z = pChar->Z;
	P.Y = pChar->Y;
	P.X = pChar->X;
	SendEQMessage(PKT_UPDATE_POSITION, &P, sizeof(P));
 
EvenLessSpam said:
I don't know for sure, but reading the comments in the code, makes me think that it warps you to the chest, opens it and warps you back.
Rich (BB code):
	// init move packet
	ZeroMemory(&P, sizeof(P));
	P.SpawnID = (unsigned short)pChar->SpawnID;
	P.Heading = (unsigned int)(pChar->Heading * 4);

	// jump to
	P.Z = Target->Z;
	P.Y = Target->Y;
	P.X = Target->X;
	SendEQMessage(PKT_UPDATE_POSITION, &P, sizeof(P));

	// open
	SendEQMessage(PKT_OPEN_OBJECT, "", 0);

	// jump back
	P.Z = pChar->Z;
	P.Y = pChar->Y;
	P.X = pChar->X;
	SendEQMessage(PKT_UPDATE_POSITION, &P, sizeof(P));

Yeah, it does... Works like CGank

-CodeCaster
 
updated for 2/23/06 patch
Rich (BB code):
// cronic

#include "../MQ2Plugin.h"

#ifdef PKT_UPDATE_POSITION
#undef PKT_UPDATE_POSITION
#endif

#define PKT_UPDATE_POSITION  0x7B59
#define PKT_OPEN_OBJECT      0x340B

PreSetup("MQ2COpen");

VOID OpenCmd(PSPAWNINFO pChar, PCHAR szLine)
{
	// check for target
	if (!pTarget || !ppTarget) return;
	
	// acquire target
	PSPAWNINFO Target = (PSPAWNINFO)pTarget;

	struct _MOVEPKT {
		/*0000*/ unsigned short SpawnID;
		/*0002*/ unsigned short TimeStamp;
		/*0004*/ int DeltaHeading:16;
		/*0006*/ int padding0020:16;
		/*0008*/ float DeltaZ;
		/*0012*/ float Y;
		/*0016*/ int Animation:16;
		/*0018*/ int Heading:16;
		/*0020*/ float X;
		/*0024*/ float DeltaY;
		/*0028*/ float DeltaX;
		/*0032*/ float Z;
	} P;

	// init move packet
	ZeroMemory(&P, sizeof(P));
	P.SpawnID = (unsigned short)pChar->SpawnID;
	P.Heading = (unsigned int)(pChar->Heading * 4);

	// jump to
	P.Z = Target->Z;
	P.Y = Target->Y;
	P.X = Target->X;
	SendEQMessage(PKT_UPDATE_POSITION, &P, sizeof(P));

	// open
	SendEQMessage(PKT_OPEN_OBJECT, "", 0);

	// jump back
	P.Z = pChar->Z;
	P.Y = pChar->Y;
	P.X = pChar->X;
	SendEQMessage(PKT_UPDATE_POSITION, &P, sizeof(P));
}

PLUGIN_API VOID InitializePlugin(VOID)
{
	AddCommand("/open", OpenCmd);
}

PLUGIN_API VOID ShutdownPlugin(VOID)
{
	RemoveCommand("/open");
}
 
Last edited:
thez said:
#define PKT_OPEN_OBJECT 0x340B

Needs to be updated.

Let me change the question. As I don't have the ability to find a new opcode.

Does anyone know the new opcode or have a complied version.
 
Thanks i'll give it a whirl and see if it works sometime next week. Have to spread some cents around before i can give you another.
 
Is this plugin working? I tried to compile and it just dont do anything. anyone got a working source or a workin dll they would pm me?

N
 
No, it wouldn't nyghteyes. Gank works on items on the ground. Once you open a chest or something, it acts as a corpse.
 
i changed the op code and it did not work still ... i just have not had time to fiddle with it yet

Army
 
Is there any way to inspect from anywhere in the zone? For the DoN missions that make you inspect the egg before opening it?
 
Here's my advice, go find the opcode for the inspect ability, then make it into a very simple plugin. That's really how simple it is =) Chances are when you're done, you'll be able to inspect from anywhere in the zone.
 
MQ2COpen

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