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deathfxu How do I cheat?
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Joined: 10 Feb 2012 Posts: 3
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Posted: Fri Feb 10, 2012 5:18 am Post subject: Pointer Scanner repeats won't narrow results |
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I am trying to make a trainer for the number of Nodes the player has in Dead Space 2. I am trying to learn the process for complex pointers, so if you link a trainer, it is appreciated, but I still need this answered.
No matter how many times I rerun the pointer scanner with the new addresses for the Nodes, the list never gets smaller than 956,068...
CE 6.1
Addresses must be 32-bit enabled: Checked
Only find paths with a static address: Checked
Don't include pointers with read-only nodes: Checked
Stop traversing a path when a static has been found: Checked
Pointer path region: 00000000 to ffffffff
Improve pointerscan with gathered heap data: Unchecked
Max level: 5
Offset: 2048
Any ideas?
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Dark Byte Site Admin
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Joined: 09 May 2003 Posts: 25814 Location: The netherlands
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Posted: Fri Feb 10, 2012 8:46 am Post subject: |
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After the pointerscan close the game (and reboot windows preferably)
Then open the pointer results in the pointer window and click "pointer scanner->Rescan memory" (so do not do a new scan, do a rescan)
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deathfxu How do I cheat?
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Joined: 10 Feb 2012 Posts: 3
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Posted: Thu Feb 16, 2012 2:49 am Post subject: assurances |
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The pointer locations reset when I close or load a game. It takes 6 or 7 rescans to get it down to a static number of list items. I am not simply doing a new scan each time.
My thought was that this is some form of protection, but since I am not the most experienced, I cannot rule out something procedural.
I can assure you though that the pointers are resetting, and that I am filtering the original list based on the new addresses. Has anyone encountered this? Is this a protection mechanism? Where do I go from here?
Thank you tremendously.
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Dark Byte Site Admin
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Joined: 09 May 2003 Posts: 25814 Location: The netherlands
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Posted: Thu Feb 16, 2012 3:10 am Post subject: |
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The pointer locations reset when I close or load a game
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That is normal
But what is the problem then? If you have rebooted, and the pointers are still valid (so you don't end up with an empty list after a rescan) then you can just pick any of these pointers.
Another way to cut down on wrong pointers is starting the rescan when you're inside the game (do that by setting a delay for rescan and then switch back to the game before it starts)
And as i mentioned, REBOOT, then reopen the pointerlist and rescan tends to take a lot of wrong pointers out as well.
If you DO end up with 0 results, then try a bigger level and/or structure size
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