Originally Posted by
legendaryhack
packet editing I assume you are talking about IS illegal and you can get big fines for it
packet editing isn't illegal. There is no law saying which order the ones and zeros must come out of your network card. All you would be doing is just changing your ram "before it makes it out the network card." And remember, we are allowed to have "hacking" sites because we are only modifying our ram, which we own. Once we modify "AND RELEASE" an executable, we are infringing on copyrights which is illegal. Also once we change memory on someone elses computer "maliciously" (without their consent or indirect [must be indirect as most people have no idea what is going on in the background] knowledge) Then we are breaking the law.
Originally Posted by
legendaryhack
or if they nice they will just lifetime ban you from game by range ip ban contacting isp provider etc.
They will never "range ip ban" anyone from a game as there may be users who are not breaking the EULA who may be affected by this. Infact I have never heard of anyone being "ip banned" from a professionally produced game (game wide, not server wide). This is what cd-key's are for.
Originally Posted by
legendaryhack
don't do it unless you really know what your doing anyway
Don't [say] it unless you really know what [you're] [saying] anyway
Originally Posted by
BUREK5
packet editing is a bit advanced unless you are already familiar with network programming (using send/recv / sendto/recvfrom at least) and I would suggest starting a bit simpler. however, assuming you have the necessary programming experience, I will give a brief rundown of how you would setup such a hack.
Personally I run the IAT (import address table) and hook the send/recv functions to point to my wrapper functions (which can decide whether or not to call the actual functions)which provide any feature I want directly. Replacement_send could look through the buffers of actions on their way to the server and make minor changes ect. One example would be to take a string AA BB CC DD EE where AA contains the length on the command (5 bytes) BB contains the command itself (an enumerated value given to a command such as COMMAND_MOVE equ 1) CC contains the X value to move to, and DD contains the Y value. While EE controls which unit to move to the coordinates.
You could then take the command 05 01 2E 3C 36 and change it into 05 03 2E 3C 36 where 03 is COMMAND_ATTACKMOVE. then anytime you try to tell some unit to move, they are told to attack move instead.
somthing like this, although I'm doing this very rough. And done in asm as I don't code in anything else. =p
Code:
Replacement_send proc uses esi socket:DWORD, buffer:DWORD, len:DWORD, flags:DWORD
mov esi, buffer
@@:
lodsb
.if al == 5
lodsb
.if al == 01
dec esi
mov byte [esi], 03
.endif
.elseif al < len
dec al
add esi, al
jmp @B ;Yes this is pretty bad, but you should get the idea of what needs to be done to loop here.
.endif
invoke send, socket,buffer,len,flags
Replacement_send endp