Post: Packet Injection for MW2 Week #1 Vid tut [NOW PUBLIC]
02-24-2010, 04:14 AM #1
bmxdude9
Million Miles Of Fun!
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MW2 PIT #1
By: Bmxdude9
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This has been in the premium section for the past week since last Tuesday and since they get it for a week longer here it is. I don't think it will make the NGU channel so Ill just post it here. Please note it still might be processing as I just uploaded it. If you have any questions, comments or concerns lemme know.

Same drill for this week, Premium users expect to see your next vid either this Friday or early Saturday and non-premium you will see it a week after that. If you want to get these and all my future content earlier than thats another reason to purchase premium..

Enjoy and discuss.

[ame="https://www.youtube.com/watch?v=E8KMaVWt3Po"]YouTube- Bmxdude9's Packet Injection Tut #1 NGU[/ame]
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The following 8 users say thank you to bmxdude9 for this useful post:

-Kash-, darkslayer11, DARNY, Done #3, eddydiep, Joeez★, kiwikool, MikalMirkas
03-01-2010, 07:56 AM #74
Inaudax
Bounty hunter
Originally posted by TheUnkn0wn View Post
that would just create lag.


It's not just necessarily 'lag'. If a function has a check for repeated packets, then it wouldn't effect anything of course. But keep in mind that not every function has that check.

For example, you re-send a packet to the server that you have killed a player, but if the server has a check (confirmation); checking the enemy's client that you have killed, and if the enemy's client doesn't send his packet back to the server that you actually have killed him, the result is nothing.

The 'shoot', 'kill', 'get xp', etc. functions usually have these kind of checks. But it's likely that other stuff don't have the same check.

But the problem is that the packets are encrypted, it would be very hard to find what's what and what's not.

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