| Soulninja How do I cheat?
 
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 Joined: 09 Nov 2018
 Posts: 1
 
 
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				|  Posted: Fri Nov 09, 2018 8:43 pm    Post subject: coding issues with CETrainer |   |  
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				| I KNOW i have to be a little close lol...i'v managed to find my pointers i need and created a small trainer with them, but i have recently found the pointer for the enemy health value. My goal is to make a Label (CELabel3 in this case) and a progress bar that will empty as the enemy HP goes down. I have the label and the value does indeed try to change but it never actually shows me anything, and since i havent even managed to get the label working yet i havent even started on the progress bar sadly... I REALLY want to learn! if i post my code i really hope somebody could explain what im doing wrong, i am a complete noob at this but i have been doing my homework but i feel like im not making any progress (BTW i have done this by auto-generating the trainer and then manually tweaking the lua from the table) 
 
  	  | Quote: |  	  | --TRAINERGENERATORSTART-- --This is autogenerated code. Changing code in this block will
 --get erased and rewritten if you regenerate the trainer code
 
 --Uncomment the following line if this is a Cheat Table format trainer and you don't want CE to show (Tip, save as .CETRAINER alternatively)
 --hideAllCEWindows()
 
 RequiredCEVersion=6.81
 if (getCEVersion==nil) or (getCEVersion()<RequiredCEVersion) then
 messageDialog('Please install Cheat Engine '..RequiredCEVersion, mtError, mbOK)
 closeCE()
 end
 addresslist=getAddressList()
 memrec30=addresslist.getMemoryRecordByID(30)
 memrec31=addresslist.getMemoryRecordByID(31)
 memrec32=addresslist.getMemoryRecordByID(32)
 memrec33=addresslist.getMemoryRecordByID(33)
 memrec45=addresslist.getMemoryRecordByID(45)
 
 memrec30_hotkey0=memrec30.getHotkeyByID(0)
 memrec30_hotkey1=memrec30.getHotkeyByID(1)
 memrec30_hotkey2=memrec30.getHotkeyByID(2)
 memrec30_hotkey3=memrec30.getHotkeyByID(3)
 memrec31_hotkey0=memrec31.getHotkeyByID(0)
 memrec31_hotkey1=memrec31.getHotkeyByID(1)
 memrec31_hotkey2=memrec31.getHotkeyByID(2)
 memrec31_hotkey3=memrec31.getHotkeyByID(3)
 memrec31_hotkey4=memrec31.getHotkeyByID(4)
 memrec32_hotkey0=memrec32.getHotkeyByID(0)
 memrec32_hotkey1=memrec32.getHotkeyByID(1)
 memrec32_hotkey2=memrec32.getHotkeyByID(2)
 memrec32_hotkey3=memrec32.getHotkeyByID(3)
 memrec32_hotkey4=memrec32.getHotkeyByID(4)
 memrec32_hotkey5=memrec32.getHotkeyByID(5)
 memrec33_hotkey0=memrec33.getHotkeyByID(0)
 memrec33_hotkey1=memrec33.getHotkeyByID(1)
 memrec33_hotkey2=memrec33.getHotkeyByID(2)
 memrec33_hotkey3=memrec33.getHotkeyByID(3)
 memrec33_hotkey4=memrec33.getHotkeyByID(4)
 memrec45_hotkey0=memrec45.getHotkeyByID(0)
 memrec45_hotkey1=memrec45.getHotkeyByID(1)
 memrec45_hotkey2=memrec45.getHotkeyByID(2)
 memrec45_hotkey3=memrec45.getHotkeyByID(3)
 
 startup = createTimer(nil, false)
 startup.Interval = 500
 startup.OnTimer = function(timer)
 CETrainer.CELabel3.Caption = readFloat("[[[[[[[[Game.exe+0388A4E0] +30] +530] +70] +240] +150] +0] +30]")
 end
 startup.Enabled = true
 
 function onPostHotkey0(Hotkey)
 --Executed after the "toggle*" cheat got executed
 local memrec=Hotkey.Owner
 local isActive=memrec.Active --get the state after the hotkey got triggered
 CETrainer.CHEAT0.setActive(isActive) --gui update, nothing else
 if gPlaySoundOnAction then
 if isActive then
 playSound(gActivateSound)
 else
 playSound(gDeactivateSound)
 end
 end
 end
 
 memrec30_hotkey0.onPostHotkey=onPostHotkey0
 
 function onHotkey3(Hotkey)
 --Executed before the hotkey is handled
 CETrainer.CHEAT3.setActive(true, 1500)
 if gPlaySoundOnAction then
 playSound(gActivateSound)
 end
 end
 
 memrec30_hotkey3.onHotkey=onHotkey3
 function onHotkey4(Hotkey)
 --Executed before the hotkey is handled
 CETrainer.CHEAT4.setActive(true, 1500)
 if gPlaySoundOnAction then
 playSound(gActivateSound)
 end
 end
 
 memrec31_hotkey0.onHotkey=onHotkey4
 function onHotkey5(Hotkey)
 --Executed before the hotkey is handled
 CETrainer.CHEAT5.setActive(true, 1500)
 if gPlaySoundOnAction then
 playSound(gActivateSound)
 end
 end
 
 memrec31_hotkey1.onHotkey=onHotkey5
 function onHotkey8(Hotkey)
 --Executed before the hotkey is handled
 CETrainer.CHEAT8.setActive(true, 1500)
 if gPlaySoundOnAction then
 playSound(gActivateSound)
 end
 end
 
 memrec31_hotkey4.onHotkey=onHotkey8
 function onHotkey9(Hotkey)
 --Executed before the hotkey is handled
 CETrainer.CHEAT9.setActive(true, 1500)
 if gPlaySoundOnAction then
 playSound(gActivateSound)
 end
 end
 
 memrec32_hotkey0.onHotkey=onHotkey9
 function onHotkey10(Hotkey)
 --Executed before the hotkey is handled
 CETrainer.CHEAT10.setActive(true, 1500)
 if gPlaySoundOnAction then
 playSound(gActivateSound)
 end
 end
 
 memrec32_hotkey1.onHotkey=onHotkey10
 function onHotkey13(Hotkey)
 --Executed before the hotkey is handled
 CETrainer.CHEAT13.setActive(true, 1500)
 if gPlaySoundOnAction then
 playSound(gDeactivateSound)
 end
 end
 
 memrec32_hotkey4.onHotkey=onHotkey13
 function onHotkey14(Hotkey)
 --Executed before the hotkey is handled
 CETrainer.CHEAT14.setActive(true, 1500)
 if gPlaySoundOnAction then
 playSound(gActivateSound)
 end
 end
 
 memrec32_hotkey5.onHotkey=onHotkey14
 function onHotkey15(Hotkey)
 --Executed before the hotkey is handled
 CETrainer.CHEAT15.setActive(true, 1500)
 if gPlaySoundOnAction then
 playSound(gActivateSound)
 end
 end
 
 memrec33_hotkey0.onHotkey=onHotkey15
 function onHotkey16(Hotkey)
 --Executed before the hotkey is handled
 CETrainer.CHEAT16.setActive(true, 1500)
 if gPlaySoundOnAction then
 playSound(gActivateSound)
 end
 end
 
 memrec33_hotkey1.onHotkey=onHotkey16
 function onHotkey17(Hotkey)
 --Executed before the hotkey is handled
 CETrainer.CHEAT17.setActive(true, 1500)
 if gPlaySoundOnAction then
 playSound(gActivateSound)
 end
 end
 
 memrec33_hotkey2.onHotkey=onHotkey17
 function onHotkey18(Hotkey)
 --Executed before the hotkey is handled
 CETrainer.CHEAT18.setActive(true, 1500)
 if gPlaySoundOnAction then
 playSound(gDeactivateSound)
 end
 end
 
 memrec33_hotkey3.onHotkey=onHotkey18
 
 getAutoAttachList().add("Game.exe")
 function popupTrainerHotkeyFunction()
 CETrainer.show()
 end
 createHotkey(popupTrainerHotkeyFunction, 45)
 getFreezeTimer().Interval=200
 gPlaySoundOnAction=false
 CETrainer.show()
 function AboutClick()
 showMessage(gAboutText)
 end
 gAboutText=[[This trainer was made by Cheat Engine]]
 
 function CloseClick()
 --called by the close button onClick event, and when closing the form
 closeCE()
 return caFree --onClick doesn't care, but onClose would like a result
 end
 
 --TRAINERGENERATORSTOP--
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 figured it was time to talk to the source of the knowledge lol, all i can find about linking a "value" from a pointer to the GUI is just confusing me a little
 
 UPDATE: so, i did manage to get the label to display a value, but its not the same as my pointer in my table, i know offsets go from bottom to top in order but i cant figure out what this thing is pointing to
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