Author |
Message |
Topic: Memory Viewer address transfers between panels |
FauDrei
Replies: 4
Views: 3161
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Forum: Cheat Engine Posted: Mon Mar 26, 2018 12:43 am Subject: Memory Viewer address transfers between panels |
Just one more...
Is there, perhaps, a keyboard shortcut for OK button in Auto Assembler edit window? ...or is mouse click the only option? |
Topic: execute asynchronous |
FauDrei
Replies: 5
Views: 5667
|
Forum: Cheat Engine Posted: Fri Mar 23, 2018 1:11 pm Subject: execute asynchronous |
Thanks again.
...but, again, more questions for me...
How do I refer to a specific AA script from LUA?
For example: I have AA scripts named a, b and c with their appropriate child scripts nam ... |
Topic: Memory Viewer address transfers between panels |
FauDrei
Replies: 4
Views: 3161
|
Forum: Cheat Engine Posted: Fri Mar 23, 2018 11:15 am Subject: Memory Viewer address transfers between panels |
Thank you so, sooo, sooooo much!
Is there a CE keyboard shortcut reference available in any documented form? Just this <C-Space> will make my CE adventures much easier... and I don't know how ... |
Topic: execute asynchronous |
FauDrei
Replies: 5
Views: 5667
|
Forum: Cheat Engine Posted: Fri Mar 23, 2018 11:08 am Subject: execute asynchronous |
Thanks ParkourPenguin.
...and what about activating/deactivating nested AA scripts that are not set to activate/deactivate its children? Is there a deterministic sequence for their execution?
I ... |
Topic: Memory Viewer address transfers between panels |
FauDrei
Replies: 4
Views: 3161
|
Forum: Cheat Engine Posted: Fri Mar 23, 2018 7:31 am Subject: Memory Viewer address transfers between panels |
Regards.
Is there an elegant way of transferring currently focused address between hexview and disassembler and vice versa?
Currently I have to use "Goto Address" (<C-G>), copy t ... |
Topic: execute asynchronous |
FauDrei
Replies: 5
Views: 5667
|
Forum: Cheat Engine Posted: Fri Mar 23, 2018 6:20 am Subject: execute asynchronous |
Regards.
How does "execute asynchronous" differ to standard AA script enabling and disabling?
Does it have any effect on enabling/disabling nested scripts (f.e. nested scripts are exec ... |
Topic: Using Mono structures in aa scripts |
FauDrei
Replies: 9
Views: 40801
|
Forum: Cheat Engine Tutorials Posted: Thu Sep 14, 2017 3:13 am Subject: Using Mono structures in aa scripts |
Many thanks. (and sorry for duplicating the question in another thread)
EDIT:
Err... one more thing...
Is it possible to stack multiple monoAA_GETMONOSTRUCT() lines in some kind of & ... |
Topic: "global" define for all scripts in CE table |
FauDrei
Replies: 7
Views: 9036
|
Forum: Cheat Engine Posted: Thu Sep 14, 2017 3:02 am Subject: "global" define for all scripts in CE table |
This is great.
Thanks. |
Topic: Using Mono structures in aa scripts |
FauDrei
Replies: 9
Views: 40801
|
Forum: Cheat Engine Tutorials Posted: Thu Sep 14, 2017 2:43 am Subject: Re: Using Mono structures in aa scripts |
{$lua}
return monoAA_GETMONOSTRUCT("PlayerClass", syntaxcheck)
{$asm}
...
mov [PlayerClass.Health],#100
...
...sorry for resurrecting this, ... |
Topic: "global" define for all scripts in CE table |
FauDrei
Replies: 7
Views: 9036
|
Forum: Cheat Engine Posted: Thu Sep 14, 2017 2:19 am Subject: "global" define for all scripts in CE table |
So, if I understood correctly, beside lua or registersymbol for each define, there is no elegant AA way to have global defines in each (sub)script.
OK.
...because you haven't setup a structure.. ... |
Topic: "global" define for all scripts in CE table |
FauDrei
Replies: 7
Views: 9036
|
Forum: Cheat Engine Posted: Wed Sep 13, 2017 7:32 am Subject: "global" define for all scripts in CE table |
easiest is just put the defines_file in the first entry of your table which once checked shows all other cheats...
Thanks Dark Byte, but I am not sure I understand this...
I do have 1st "main ... |
Topic: "global" define for all scripts in CE table |
FauDrei
Replies: 7
Views: 9036
|
Forum: Cheat Engine Posted: Wed Sep 13, 2017 4:48 am Subject: "global" define for all scripts in CE table |
Regards.
Is there a way to create within CE table a script/file with defines/code that will be available to all the scripts within the same CE table?
AA's include(defines_file.CEA) line in all t ... |
Topic: Hyper Light Drifter |
FauDrei
Replies: 39
Views: 84378
|
Forum: Cheat Engine Posted: Tue Apr 26, 2016 12:00 pm Subject: Hyper Light Drifter |
For the trainer let's just hope FauDrei keep the good job up
...job continued [url=http://forum.cheatengine.org/viewtopic.php?p=5665587#5665587]there.ˇ
BTW, Diphome - excellent CE video ... |
Topic: Hyper Light Drifter |
FauDrei
Replies: 39
Views: 84378
|
Forum: Cheat Engine Posted: Mon Apr 18, 2016 5:53 pm Subject: Hyper Light Drifter |
Finally managed to deal with 4/16/2016 update. Since tracking pointers back is tedious (but good exercise) and pointer bases (and some offsets) will change from update to update, I've decided to write ... |
Topic: Hyper Light Drifter |
FauDrei
Replies: 39
Views: 84378
|
Forum: Cheat Engine Posted: Sat Apr 16, 2016 4:27 pm Subject: Hyper Light Drifter |
...But the Address and Value columns are showing P->00000000 and ?? everywhere. =/
Hmm... it seems that they have changed the base (and possibly offsets too) again.
Let me put my hands on this ... |
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