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Autem Expert Cheater
Reputation: 1
Joined: 30 Jan 2023 Posts: 156
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Posted: Tue Aug 15, 2023 10:31 pm Post subject: Set an AA script breakpoint w/out popup memory view window? |
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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 Site Admin
Reputation: 470
Joined: 09 May 2003 Posts: 25785 Location: The netherlands
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Posted: Wed Aug 16, 2023 2:01 am Post subject: |
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Code: |
debug_setBreakpoint("[game.exe+36AA410]E5E1", 1, bptWrite,function()
print("weeeeeeee")
return 0 --0 = continue, 1=break
end)
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Autem Expert Cheater
Reputation: 1
Joined: 30 Jan 2023 Posts: 156
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Posted: Wed Aug 16, 2023 5:43 pm Post subject: |
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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 Site Admin
Reputation: 470
Joined: 09 May 2003 Posts: 25785 Location: The netherlands
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Posted: Thu Aug 17, 2023 1:40 am Post subject: |
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Not sure.
try removing the breakpoint in the breakpoint handler and then pause()
which debugger interface did you use ?
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Like my help? Join me on Patreon so i can keep helping |
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