Quote:
Originally Posted by Monolith
I guess if the player data doesn't indicate the sheild, probably the only thing that is different are the shots fired. Shots are far too dynamic to be able to find in memory, I would think, and so reading the network packets would work best. Most likely it would be with the shot-fired packet, but I don't know how much of the networking (if any) you have figured out to be able to find those.
|
You're probably right, Monolith. Packet analyzing would be the easiest way.
Yes, I know some networking with winsock so far. I wrote a part of code for the JazzForce, allowing you to join passworded levels by entering the password right into JazzForce  I was the one who analyzed the password packets and figured out the checksum pattern/algorithem. The hard one that is :P Spazzyman did the easy one.
So packet analyzing would not be a problem for me. The problem is that I need to intercept the packets and analyze/filter them before they reach jj2. To do that I would require a packet filtering code (which I have no idea how to do in Visual Basic).
__________________
<a href="http://nmap.org/"><img border="0" alt="Nmap Security Scanner" src="http://images.insecure.org/nmap/images/prop/nmap_bnr_matrix_pfos.gif"/></a>
|