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Problem with plugin loading when making a trainer

 
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mordax
Expert Cheater
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Joined: 16 Apr 2010
Posts: 121

PostPosted: Mon Mar 14, 2016 5:04 pm    Post subject: Problem with plugin loading when making a trainer Reply with quote

Hi, i recently tried out stealth edit on a game that has some memory check. It works great and i want to make a trainer, but i can't seem to be able to get the stealthedit working in my trainer.

i read 2 topics about the stealthedit and how to include the files, but those topics are jurassic and those methods no longer work.

so first i included this line in my lua:

Code:
plugin = loadPlugin(getCheatEngineDir() .. 'plugins\\umstealthedit-x86_64.dll')


and when i click execute i get this error:

Quote:
Error:[string "--TRAINERGENERATORSTART--
..."]:52: attempt to call a nil value (global 'getCheatEngineDir')


so what am I doing wrong or why is it not working? I got this from another topic, where someone said it works for him.

In trainer generator, I included the stealth edit files (on the right side, under extra files).
When i ran the trainer with that broken lua, then obviously it said that it can't execute the lua and exited.

any ideas?
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Dark Byte
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Joined: 09 May 2003
Posts: 25284
Location: The netherlands

PostPosted: Tue Mar 15, 2016 4:05 am    Post subject: Reply with quote

what ce version is this?

did you use a hexeditor on your ce exe? of so, you renamed one instance too many

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mordax
Expert Cheater
Reputation: 1

Joined: 16 Apr 2010
Posts: 121

PostPosted: Fri Apr 29, 2016 2:53 pm    Post subject: Reply with quote

yeah i used hex editor, i've always done that, because some games detect cheat engine and ban you even if you don't do anything.
for example TDU2 is one of them, without custom ce you get kicked even if you dont attach it to a game, in fact game kicks you even if you open a browser and go to cheatengine forum (true story and confirmed).
so it scans for "cheat engine" string i guess.

I got it working tho, the path was CaSe SenSITIVE, i tried with custom string but didn't take, but turned out that i had to remove all CAPS from custom string and it worked.

It would be cool if you could add a feature into CE to work in "stealth" mode, so it auto renames itself and won't use the CE signature that can be detected :)
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