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MQ2CSum

Not at all, heh. I use .h files now...just didn't when I wrote that.
 
Tried all of that, none of it will work. I can warp to the corpse and it see it right under me but /corpse, /corpsedrag, and /loot all say it's still too far away, and on the other screen I see the warped char still at the pre-warp spot. Corpse is setting at 0,0,0 which is about 1300 feet underworld. Guess it's just an bug, but sure is annoying.

It is a bug. Happens alot in Dreadspire. It is only temporary though since after a while the corpse pops to where it is showing. And yes it is annoying.
 
OMG what do you mean I just make a #include file? I do compile my own MQ2 soon as it goes live after patchs. Then I use the precompiles as the show up. I would just make my own compile and quit with the precompiles if I knew I didnt have to recompile all the stuff everytime. You guys are maken a master .h file to do this? And keep it dumb I am clueless to this still but learning fast.
 
Any one know of the of the bellow has changed since 3/14?
#define PKT_UPDATE_POSITION 0x5CF3 // 03-14-07
#define PKT_CORPSE_DRAG 0x51E1 // 03-14-07
#define PKT_CORPSE_DROP 0x77A6 // 03-14-07
 
PKT = Packet change = Most likely it's being watched.

I know PKT_UPDATE_POSITION is being watched the other 2...probably not.
 
The packets have been changed. They are no longer on a static system -- instead, they are on a rotating code of some sort that is being used to send out the packets...if you send out those static packets, you'll be banned faster than...fuck.

You'll get banned fast.
 
MQ2CSum

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