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spoofy Cheater Reputation: 0
Joined: 19 Sep 2015 Posts: 33
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Posted: Sat Sep 19, 2015 6:32 pm Post subject: How to autoenable cheat table entries ? |
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When I load a cheattable (CT file), how to autoenable certain entries ?
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Dark Byte Site Admin Reputation: 458
Joined: 09 May 2003 Posts: 25288 Location: The netherlands
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Posted: Sun Sep 20, 2015 2:04 am Post subject: |
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in the lua script part of the table add code that activates the entries
Code: |
getAddressList().getMemoryRecordByDescription("bla").Active=true
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spoofy Cheater Reputation: 0
Joined: 19 Sep 2015 Posts: 33
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Posted: Sun Sep 20, 2015 7:38 am Post subject: |
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Thanks for the quick reply ! however for some reason the entry I need doesn't get activated ...
If I edit the CT file and clear out the [Enabled] code chunk, it does autoactivate properly, so there's something in the code that bugs it out I guess ?
Below the code I'm testing autoenable with :
Code: | <?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>0</ID>
<Description>"test auto enable"</Description>
<Color>80000008</Color>
<LastState Activated="0"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : DarkSoulsII.exe
Version:
Date : 2014-05-06
Author : mgr.inz.Player
}
[ENABLE]
aobscanmodule(testEnable,DarkSoulsII.exe,8A 84 01 10 02 00 00)
alloc(newmem,$1000)
label(return)
newmem:
xor al,al
jmp return
testEnable:
jmp newmem
nop
nop
return:
registersymbol(testEnable)
[DISABLE]
testEnable:
db 8A 84 01 10 02 00 00
unregistersymbol(testEnable)
dealloc(newmem)
</AssemblerScript>
</CheatEntry>
</CheatEntries>
<UserdefinedSymbols/>
</CheatTable> |
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Zanzer I post too much Reputation: 126
Joined: 09 Jun 2013 Posts: 3278
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Posted: Sun Sep 20, 2015 8:49 am Post subject: |
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Show us the code you're using to auto-enable.
Do you have other code to auto-attach cheat engine?
Can't enable a script if it's not attached to the game.
Are you using DB's script inside onOpenProcess(processId)?
CE hasn't finished attaching during this event.
Can insert reinitializeSymbolhandler() before DB's activate script.
Or start up an execute-once timer to run the script inside the event.
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spoofy Cheater Reputation: 0
Joined: 19 Sep 2015 Posts: 33
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Posted: Sun Sep 20, 2015 7:58 pm Post subject: |
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Zanzer great thanks, that did it !
Below is the lua autoattach/enable script if anyone else has the same issue.
Code: | aalist=getAutoAttachList()
stringlist_add(aalist,"DarkSoulsII.exe");
function onOpenProcess(processId)
if getProcessIDFromProcessName("DarkSoulsII.exe") == processId then
reinitializeSymbolhandler()
LoadTable(getCheatEngineDir()..'autorun/DS2_endless mobs.CT',merge);
getAddressList().getMemoryRecordByDescription("test auto enable").Active=true;
end
end |
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