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Set an AA script breakpoint w/out popup memory view window?

 
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Autem
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PostPosted: Tue Aug 15, 2023 10:31 pm    Post subject: Set an AA script breakpoint w/out popup memory view window? Reply with quote

debug_setBreakpoint("[game.exe+36AA410]E5E1", 1, bptWrite)

When using the above in an AA script, how can I make it so the memory view window does not open when the BP is triggered?
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Dark Byte
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Location: The netherlands

PostPosted: Wed Aug 16, 2023 2:01 am    Post subject: Reply with quote

Code:

debug_setBreakpoint("[game.exe+36AA410]E5E1", 1, bptWrite,function()
  print("weeeeeeee")
  return 0 --0 = continue, 1=break
end)

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Autem
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Posts: 156

PostPosted: Wed Aug 16, 2023 5:43 pm    Post subject: Reply with quote

Autem wrote:
Awesome! I was able to tweak this a little and get the EXACT desired result I was looking for by using this code below. It pauses the game right at the BP but without any unwanted popups to distract the player. If anyone is curious, here's how I am using it...

Code:
[ENABLE]
{$lua}
if syntaxcheck then return end
debug_setBreakpoint("WWE2K22_x64.exe+1082E9C", 1, bptExecute,function()
  pause()
  return 0   --0 = continue, 1=break
end)

[DISABLE]
{$lua}
if syntaxcheck then return end
debug_removeBreakpoint("WWE2K22_x64.exe+1082E9C")
unpause()



Thanks DB!


A new issue has come up. When I use my above code, it works. But then later after I deactivate that script the game will crash the next time that address (where the breakpoint used to be) is accessed by the game. Why would this script work fine while activated, but then after it's deactivated cause a crash the next time that address is touched?
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Dark Byte
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Joined: 09 May 2003
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Location: The netherlands

PostPosted: Thu Aug 17, 2023 1:40 am    Post subject: Reply with quote

Not sure.
try removing the breakpoint in the breakpoint handler and then pause()

which debugger interface did you use ?

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