The weapon changer feature is not finished! It may never get finished. I did not want to publish this yet, but I do not know when I will be able to invest more time and I wanted you guys to be able to test the new features out. That being said, I will probably slow down on the updates going forward. I think that this table is pretty well-rounded now, though, and I am pretty happy with how it has turned out. I have been sitting on this for a few weeks now and have not worked on this much during that time. Added Collision Mode for player and enemies. Added Weapon Changer (***work in-progress***).ĩ. Added Animation Speed with speed modifiers for player and enemies.ħ. Fixed Vehicle Teleport to Map Marker so that newly-entered vehicles no longer teleport shortly after teleporting player.ĥ. Fixed Vehicle Teleport to Map Marker so that vehicle does not collide with objects so much.ģ. Fixed Teleport to Reticle so that player does not fall through the map.Ģ. Activate the trainer options by checking boxes or setting values from 0 to 1ġ.Click the PC icon in Cheat Engine in order to select the game process.The character seems to be consider alive in the game even they are motionless and when I aim at their health bar if seems there still one slot left. I just found out there's some problem in the One-hit-kill function. But when I double clicked PageUp, some of the newer function like Infinite melee weapon, nulify attack will get unchecked. Like for example like this time it enables all. That is what I do to freeze and set my outfit colors. A simple way to circumvent this would be to simply hit PageUp twice. If you are using PageUp to freeze values or set values that are not active until a script is activated, then that will be handled differently. Local activeRegen = 4.Can you clarify which features are not enabling? There should not be a limit on hotkeys. Local passiveRegen = 0.0 -if hurted then don't regen I am sure that there are probably people that are much more experienced and knowledgeable, that might laugh at me because they know of a much better/easier way to go about it, but I can only speculate and I just have to work with what I have for now. However, if we cannot find that, then we settle with the major things, like mechanics and hopefully 3D mesh/object data. will likely have a base, where we can simply swap it out with something else, then everything underneath it in the pointer tree updates with it, which is ultimately what we would like to find. Now, there may be a way to change a single value, since all data structures/objects/entities etc. There are many creative angles that can be looked at. The work in these areas is not yet finished, as I have only briefly looked at them. This is why I also tried other approaches, such as using the outfit changer or manipulating the in-game spawner to give us what we want. So, we may never even know what to change. Even I did not find them all, but I have most of them, which is good enough.Īnother thing to consider, which adds to the complexity of this, is that changing the 3D object may not even be possible without simultaneously changing several other values, else the target may crash. It is similar to the invincible vehicle feature.where there were about 7 different injection points for that because there are all kinds of different damage that can occur to vehicles. I suspected that it would be this way, which is why I did not really want to put much time into it since I knew that it would be tedious and time-consuming. Oftentimes, you may not even be looking in the right sub-routine. To make things more difficult, the values that we need to find are not handled by the same addresses, so we cannot simply search for changed/unchanged etc., we need to find where the data is being handled, then figure out where, exactly, in the sub-routine it is being applied. I have not found everything yet, which is why it is not yet finished. I am just saying that changing the weapon in this game cannot be done by simply changing a single value there are several values that need to be changed, and we have to find them all. We are calling them ID's but they are really just values. For example, there is an ID for weapon for mechanics (which we have), an ID for UI/weapon icon (which we have), an ID for labels and probably 3D components etc. We also have to consider that there are different ID's for each weapon. It proved easier to just find an instruction that handles that dynamic data. that checks for item being held by player or similar), but I did not find anything like that. That being said, there may be a single address that stores this data (e.g. We are just changing the 'type' within its own structure. Every weapon or item has its own data structure. Tue 1:11 amI reckon it is meaningless to try and search for a change in id since it is the address that change, not the id itself.
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