runspeed for players

Archive of the older Feature Request Forum Posts
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Unfaithful
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Joined: Mon Jun 11, 2007 1:35 pm

runspeed for players

Post by Unfaithful »

runspeed for players plz!!!
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CWO
POL Expert
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Joined: Sat Feb 04, 2006 5:49 pm

Post by CWO »

Thats not managed by POL at all. Thats managed by the client. This is why speedhacking is possible. If POL were to even try and attempt to make a player run faster by itself it would just throw the server and client out of sync.
Unfaithful
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Post by Unfaithful »

so why runuo has [speedboost ?
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CWO
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Post by CWO »

Oh you're talking about that... FYI thats still the client doing that, its just a feature thats hidden inside of it and all it needs is a simple packet to activate.

Code: Select all

use uo;

program boost(who)
	SendPacket(who, "BF0006002601");
endprogram
save that as a textcmd or put that one line wherever you want to activate it. Just a note that this will only allow someone on foot to move as fast as if they were mounted. This doesn't affect them while they are mounted.

On logout, it will automatically deactivate. To deactivate it at any other time, just use

Code: Select all

SendPacket(who, "BF0006002600");
Unfaithful
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Post by Unfaithful »

oh its great thx
ultek
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Post by ultek »

what would happened if some application working between serwer and client (serwer<--app-->client) send that packet to client without informing srv about that? out-of-sync?
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CWO
POL Expert
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Post by CWO »

Out of sync. It would just screw up things. Mostly because the client and server stay in sync with the move request and confirm/deny move by sending a 1 byte sequence number inside those packets that acts as a counter. It counts from 0-255 then resets back to 1 again (not 0).
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