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  Topic: Memory Viewer address transfers between panels
FauDrei

Replies: 4
Views: 3161

PostForum: 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

PostForum: 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

PostForum: 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

PostForum: 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

PostForum: 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

PostForum: 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

PostForum: Cheat Engine Tutorials   Posted: Thu Sep 14, 2017 3:13 am   Subject: Using Mono structures in aa scripts
Many thanks. Very Happy (and sorry for duplicating the question in another thread)

EDIT:
Embarassed 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

PostForum: Cheat Engine   Posted: Thu Sep 14, 2017 3:02 am   Subject: "global" define for all scripts in CE table
This is great. Very Happy

Thanks.
  Topic: Using Mono structures in aa scripts
FauDrei

Replies: 9
Views: 40801

PostForum: 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

PostForum: 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

PostForum: 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

PostForum: 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

PostForum: 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 Smile
Very Happy ...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

PostForum: 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

PostForum: 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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