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About Trainer maker, bugs, lua........?

 
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mop
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PostPosted: Fri Aug 12, 2011 7:48 pm    Post subject: About Trainer maker, bugs, lua........? Reply with quote

1) in Old CE 5.6.1 there was an option that allowed you to change a value manually, "allow user to change this value" its not in the new CE.
How do i change values in this manner in the new CE. i used it in my older trainer like this
http://forum.cheatengine.org/viewtopic.php?p=5074432#5074432

Also when Auto generating a trainer i turned the option as True for HasEditBox in the trainer maker it does not Do any thing? not sure if this
is a bug or i am missing something

2) Relating to the auto trainer generator, how do i display the same thing the auto-generator shows but manually. example, i want to manually
show the hotkey then the description etc....i cant seem to find how to do that, i think its called tcheat...not sure even if this is allowed manually.

3)where can i find video tutorials if possible on how to use lua with CE. I know there are bunch of tutorials on how lua works by it self and also
scripts for lua but i cant seem to find tutorial on lua/CE usage.. maby an example trainer (video)
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Dark Byte
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PostPosted: Fri Aug 12, 2011 8:04 pm    Post subject: Reply with quote

if haseditbox is true and you regenerate the trainerscript it will generate a different script that does make use of it. The hotkey cheat assigned must be of the type that sets a value
(tip:you can rightclick the generate button and only rebuild the script with no need to save)

2. After generating the trainerscript you can edit it in table->lua script
To modify the gui just go to table->trainerform->design
just set descriptionleft and hotkeyleft so that the hotkey is left

If you really want to do it manually then just use labels and editboxes and use hem to display and read input

3. No idea

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Last edited by Dark Byte on Fri Aug 12, 2011 8:12 pm; edited 1 time in total
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atom0s
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PostPosted: Fri Aug 12, 2011 8:10 pm    Post subject: Reply with quote

For 3, just look at main.lua, it has all the exposed functions listed with a brief description for each one. If you get stuck with something just ask for help.

If you are familiar with Lua you should be able to understand everything fairly easily. If not, you may want to look into some Lua docs first to get used to the syntax and code style.

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mop
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PostPosted: Fri Aug 12, 2011 10:20 pm    Post subject: Reply with quote

Dark Byte wrote:
if haseditbox is true and you regenerate the trainerscript it will generate a different script that does make use of it. The hotkey cheat assigned must be of the type that sets a value
(tip:you can rightclick the generate button and only rebuild the script with no need to save)

2. After generating the trainerscript you can edit it in table->lua script
To modify the gui just go to table->trainerform->design
just set descriptionleft and hotkeyleft so that the hotkey is left

If you really want to do it manually then just use labels and editboxes and use hem to display and read input

3. No idea


Thanks i figured it out....it was du-to the fact that when i used a "set to value" key type i have to leave the value field blank or it does not work..

so i was wondering is it possible to display the value in the trainer when you start the trainer because it stays blank but you can still change
values and after you make a change the value you changed it to stays in the box?

i also set the EditValue field to a number and that still does not show the value when i start the trainer.....maby a bug not sure, any suggestions...


Wiccaan wrote:
For 3, just look at main.lua, it has all the exposed functions listed with a brief description for each one. If you get stuck with something just ask for help.

If you are familiar with Lua you should be able to understand everything fairly easily. If not, you may want to look into some Lua docs first to get used to the syntax and code style.


ah... that might help thanks you too...
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Dark Byte
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PostPosted: Sat Aug 13, 2011 7:12 am    Post subject: Reply with quote

Quote:

so i was wondering is it possible to display the value in the trainer when you start the trainer because it stays blank but you can still change
values and after you make a change the value you changed it to stays in the box?

I don't recommend updating the value into that box. What if the user is typing the new value and the value in the box is refreshed to the current in game value. That would really be annoying.

I recommend adding a label to the form and add some code to display the value in there

more on that: http://forum.cheatengine.org/viewtopic.php?t=539748

Quote:

i also set the EditValue field to a number and that still does not show the value when i start the trainer.....maby a bug not sure, any suggestions...

It's kinda a bug yes as the editbox is destroyed and recreated when loaded erasing the old info
You can use "cheatcomponent_setEditValue" to set the value you want at initialization

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mop
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PostPosted: Sun Aug 14, 2011 11:48 pm    Post subject: Reply with quote

Seemed to have noticed something, if i create a new panels after auto generated a forum and when ever i put a cheat with a editbox to true in to
the new panel the script is not generated for that single cheat. I just put in the script for that cheat in manually which seems to have solved the
problem.

But the big problem is i all ready created a trainer with some editboxs in the new panel and the script does exists for all options including the cheats with
editbox on in the new panel. But when i use the trainer the options in the old(auto generated) panel work fine....but not for the new panel ummm....

the scrips is same as this
http://forum.cheatengine.org/viewtopic.php?t=540842
but without the splitter line....
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