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simbim Newbie cheater Reputation: 0
Joined: 14 Jun 2016 Posts: 21
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Posted: Sun Dec 19, 2021 2:00 am Post subject: Save and load teleport location, lua |
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Hello!
Ive been trying to make a teleporthack on an open world game, but I fale to find a suitable address that only hold player pos, I tried with break and trace but I dont have much experience, so instead I made it with simple codes in lua script with multipointers. The problem is I have to insert keys for every siingle location, and that feels uggly.
Ive been searching and googling for a solution but without luck.
I wonder if its possible to save thouse locations not manually, but with a code and a hotkey. So that when hotkey toggles then x, y, and z adds to the address list with random names.
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TheyCallMeTim13 Wiki Contributor Reputation: 50
Joined: 24 Feb 2017 Posts: 976 Location: Pluto
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simbim Newbie cheater Reputation: 0
Joined: 14 Jun 2016 Posts: 21
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Posted: Sun Dec 19, 2021 2:46 am Post subject: |
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I already have seen your teleporter, but there is alot there that I dont understand. which lines do I need to uncomment and change?
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TheyCallMeTim13 Wiki Contributor Reputation: 50
Joined: 24 Feb 2017 Posts: 976 Location: Pluto
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Posted: Sun Dec 19, 2021 3:07 am Post subject: |
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None, read the instruction on how to use it. It's just a Lua module. If you're dead set on the random names you'll just have to right your own teleporter and use mine to get ideas of how to do the rest.
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simbim Newbie cheater Reputation: 0
Joined: 14 Jun 2016 Posts: 21
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Posted: Sun Dec 19, 2021 3:31 am Post subject: |
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TheyCallMeTim13 wrote: | None, read the instruction on how to use it. It's just a Lua module. If you're dead set on the random names you'll just have to right your own teleporter and use mine to get ideas of how to do the rest. |
I will examin it.
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TheyCallMeTim13 Wiki Contributor Reputation: 50
Joined: 24 Feb 2017 Posts: 976 Location: Pluto
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Posted: Sun Dec 19, 2021 4:17 am Post subject: |
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It's actually designed to work with only poinbers. If the address string for X is "[[[game.exe+DEAD]+BEEF]+8]+10". Then the base address for that would be "[[game.exe+DEAD]+BEEF]+8". And the offset is 0x10.
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simbim Newbie cheater Reputation: 0
Joined: 14 Jun 2016 Posts: 21
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Posted: Sun Dec 19, 2021 4:18 am Post subject: |
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Why am I getting this error?
Code: | Error:.\I2CETeleporter.lua:387: bad argument #3 to 'format' (number expected, got nil)
Script Error | [/code]
Edit:
I got it to work, amazing jobb you done!
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simbim Newbie cheater Reputation: 0
Joined: 14 Jun 2016 Posts: 21
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Posted: Mon Dec 20, 2021 9:48 am Post subject: |
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TheyCallMeTim13 wrote: | It's actually designed to work with only poinbers. If the address string for X is "[[[game.exe+DEAD]+BEEF]+8]+10". Then the base address for that would be "[[game.exe+DEAD]+BEEF]+8". And the offset is 0x10. |
The debug shows wrong address and value, but when I save location it stores right address and locations.
Where is the problem?
Code: | alloc(newmem,$1000,_teleportis)
label(code)
label(return)
label(ptrCoord)
registersymbol(ptrCoord)
newmem:
mov [ptrCoord],rsi //// Change *** to the registry of the coordinates base.
add [ptrCoord],1D0
code:
movups xmm7,[rsi+000001D0]
jmp return
ptrCoord:
dq 0
_teleportis:
jmp newmem
nop 2
return:
registersymbol(_teleportis)
{$lua}
I2CETeleporter.CoordPointerSymbol = 'ptrCoord'
{$asm}
[DISABLE]
_teleportis:
db 0F 10 BE D0 01 00 00
unregistersymbol(_teleportis)
unregisterSymbol(ptrCoord)
dealloc(newmem) |
Code: | dofile ([[C:\Users\me\Documents\My Cheat Tables\mygame\I2CETeleporter.lua]])
I2CETeleporter.CoordPointerSymbol = '[[["game.exe"+12345678]+30]+5D0]+1D0]' |
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TheyCallMeTim13 Wiki Contributor Reputation: 50
Joined: 24 Feb 2017 Posts: 976 Location: Pluto
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Posted: Mon Dec 20, 2021 11:11 am Post subject: |
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It's the allocated memory of the teleporter. It's not relevant with the way you set the "CoordPointerSymbol", it doesn't use the allocated memory when "CoordPointerSymbol" is set.
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simbim Newbie cheater Reputation: 0
Joined: 14 Jun 2016 Posts: 21
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Posted: Mon Dec 20, 2021 1:58 pm Post subject: |
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TheyCallMeTim13 wrote: | It's the allocated memory of the teleporter. It's not relevant with the way you set the "CoordPointerSymbol", it doesn't use the allocated memory when "CoordPointerSymbol" is set. |
I added this Code: | I2CETeleporter.XYZoffsets | as pointer and disabled the AA and it worked. How do I do about if I want to teleport object to myself? Also with your module.
Edit:
Nevermind, I found a way.
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simbim Newbie cheater Reputation: 0
Joined: 14 Jun 2016 Posts: 21
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Posted: Wed Dec 22, 2021 3:18 am Post subject: Error |
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Why am I getting this error, havnt changed anything
Code: | Error:Failure determining what "flgI2CETeleporter" means |
Now Im getting this
Code: | I2Logger.I2CETeleporter: readFromCoords: read canceled, no address at base: ptrI2CETeleporterCoord |
I checked the pointer, it hasnt changed.
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TheyCallMeTim13 Wiki Contributor Reputation: 50
Joined: 24 Feb 2017 Posts: 976 Location: Pluto
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Posted: Wed Dec 22, 2021 4:42 am Post subject: |
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Sounds like the symbols aren't set, do you have them set?
Try this in the Lua engine and see what it prints:
Code: | print(I2CETeleporter.CoordPointerSymbol) |
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