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 Vanguard Bot - VGExtreme Scritping Service : VGExtreme General Discussion - Page 33
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Posted: October 16th, 2008, 9:33 pm
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beergeek
Total Posts: 434
Joined: July 10th, 2005, 9:59 am
beergeek's Reps: 21
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can't help you on that one, I know next to nothing about cpp.
still, i think you could do it directly in code.
why do you need direct memory access? are you using your own game offsets? if so, i am doing that in the craft bot which is in vb. obviously, vb can't directly access memory external to its own memory space, but you can also reference MMOViper.Memory to expose all the same memory functions that are in exhume.
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Posted: October 17th, 2008, 9:53 am
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glass40
Total Posts: 63
Joined: June 21st, 2008, 5:46 pm
glass40's Reps: 5
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Direct memory access was actually for the AI logic, but sitting down and actually thinking about it, there isn't any reason a bot has to be the most intelligent thing so I'll just deal with C#. As I said earlier, I may as well get with the times anyways.
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Posted: October 18th, 2008, 12:42 pm
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glass40
Total Posts: 63
Joined: June 21st, 2008, 5:46 pm
glass40's Reps: 5
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For any other C++ users out there, this message is for you. The only way to get this working through C++ is to create a wrapper class to handle the Managed code. Put simply:
C++ is unmanaged code. This gives you alot more freedom, and leaves alot more stability trouble.
C# is managed code. You don't have the same freedom (such as direct memory access, etc), but you don't have to worry about causing major stability problems either.
Unfortunately, the 2 environments really don't like each other, so the "wrapper class" is like a middle ground to handle things. When and if I ever get this wrapper class going, I will post it here for anybody to use; however, it seems like a real PITA to do, so don't hold your breath. Hopefully I've saved someone alot of research on this subject.
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