EU & NA dll with new features (who wanna use them).

agonic
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EU & NA dll with new features (who wanna use them).

Post by agonic » Sun Jan 21, 2018 2:42 pm

-Player:SetFramePerSecond(wanting fps value); It sets g_maxfps.
-Player:GetKinah(). It checks your kinah amount.
-Player:GetWhereIAm(). It is for subzone based control. Maybe You wanna use your skills acording to subzone.
forexample;

Code: Select all

if Player:GetWhereIAm() == "Sea of Life" then
-Player:GetCInventory(). Your current inventory value.
-Player:GetMInventory(). Your maximum inventory value.
-For purple dot on radar, NA value is

Code: Select all

<RadarMark>106D404</RadarMark>
-And last, commands who dont know how to use them before
You can set them in your code or in OfficialGrinderFramwork without using cheating2.dll.

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Player:SetCryEngineFieldOfViewValue(your value);
Player:SetCryEngineConsoleMode(1 or 0)
Player:SetAtackSpeed(your value between 0-1000; 0 is max)
Player:SetNoGravity(true or false)

If you have any problem, you can ask.
Attachments
AionInterface_NA.zip
(148.56 KiB) Downloaded 15 times
AionInterface_EU.zip
(149.75 KiB) Downloaded 21 times
subzone_name.jpg
subzone_name.jpg (152.52 KiB) Viewed 171 times

ugel
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Re: EU & NA dll with new features (who wanna use them).

Post by ugel » Sun Jan 21, 2018 3:46 pm

Hi,

looks nice but .dll does not work for EU, see Error Log:
System.MissingMethodException: Method not found: "Single AionInterface.Player.GetAttackRange()".
at AionExtension._RunFrame()
at AionInterface.AionEventHandler.Invoke()
at AionInterface.Game._Active()
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()

Regrads,
Ugel
Very OLD V.I.P from aionscript.com orjange bowe :D

agonic
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Re: EU & NA dll with new features (who wanna use them).

Post by agonic » Sun Jan 21, 2018 3:55 pm

ugel wrote:
Sun Jan 21, 2018 3:46 pm
Hi,

looks nice but .dll does not work for EU, see Error Log:
System.MissingMethodException: Method not found: "Single AionInterface.Player.GetAttackRange()".
at AionExtension._RunFrame()
at AionInterface.AionEventHandler.Invoke()
at AionInterface.Game._Active()
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()

Regrads,
Ugel
Hmm. If you use AttackRange, you have to change or delete them. AttackRange is a dead function already. Nucu has disabled it

creatine
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Re: EU & NA dll with new features (who wanna use them).

Post by creatine » Sun Jan 21, 2018 5:03 pm

not quite understand how this new thing u made work...

in any case ive been trying to fiddle with the scripts to put in scripting folder that basically lets me use specific grinderframework according to where I am, for example if i am in fissure of oblivion, instead of using class script i.e templar.lua i will use another script that is templarfoo.lua for example...

basically what i wanna do is just use the dropdown menu in AS ui, and choose maybe fissure.lua and it will use fissure script instead of class script. i know i can make a specific player name script and put it in folder for player in grinder framework, but keep changing that player name file everytime gets annoying after a while...

get what i mean? i have no idea where to start... should i mess with settings first, or grinder framework first, or helper... im lost haha

cooco
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Re: EU & NA dll with new features (who wanna use them).

Post by cooco » Sun Jan 21, 2018 5:25 pm

Agonic do you use CheatEngine to search memory address?

ugel
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Re: EU & NA dll with new features (who wanna use them).

Post by ugel » Sun Jan 21, 2018 6:07 pm

agonic wrote:
Sun Jan 21, 2018 3:55 pm
ugel wrote:
Sun Jan 21, 2018 3:46 pm
Hi,

looks nice but .dll does not work for EU, see Error Log:
System.MissingMethodException: Method not found: "Single AionInterface.Player.GetAttackRange()".
at AionExtension._RunFrame()
at AionInterface.AionEventHandler.Invoke()
at AionInterface.Game._Active()
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()

Regrads,
Ugel
Hmm. If you use AttackRange, you have to change or delete them. AttackRange is a dead function already. Nucu has disabled it
My mistake, it works with the last release AS. :)
Very OLD V.I.P from aionscript.com orjange bowe :D

agonic
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Re: EU & NA dll with new features (who wanna use them).

Post by agonic » Sun Jan 21, 2018 9:39 pm

cooco wrote:
Sun Jan 21, 2018 5:25 pm
Agonic do you use CheatEngine to search memory address?
Yes mate

agonic
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Re: EU & NA dll with new features (who wanna use them).

Post by agonic » Mon Jan 22, 2018 1:32 am

creatine wrote:
Sun Jan 21, 2018 5:03 pm
not quite understand how this new thing u made work...

in any case ive been trying to fiddle with the scripts to put in scripting folder that basically lets me use specific grinderframework according to where I am, for example if i am in fissure of oblivion, instead of using class script i.e templar.lua i will use another script that is templarfoo.lua for example...

basically what i wanna do is just use the dropdown menu in AS ui, and choose maybe fissure.lua and it will use fissure script instead of class script. i know i can make a specific player name script and put it in folder for player in grinder framework, but keep changing that player name file everytime gets annoying after a while...

get what i mean? i have no idea where to start... should i mess with settings first, or grinder framework first, or helper... im lost haha
Basicaly, what i understood is you wanna add into and use lua files in OfGrFr, and dont wanna change the script anymore. Right ?
if yes, probably you can. Just add map check before all of the added luas and implement all of them into OnLoad() and OnRun() in OGF.

creatine
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Re: EU & NA dll with new features (who wanna use them).

Post by creatine » Mon Jan 22, 2018 2:28 am

So agonic. If i want to do that, i still need to download and use these files u uploaded first?

agonic
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Re: EU & NA dll with new features (who wanna use them).

Post by agonic » Mon Jan 22, 2018 2:52 am

creatine wrote:
Mon Jan 22, 2018 2:28 am
So agonic. If i want to do that, i still need to download and use these files u uploaded first?
you can handle it without mine. but i am not sure wheter it will work or not

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