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Irohhhh How do I cheat? Reputation: 0
Joined: 16 Apr 2018 Posts: 1
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Posted: Mon Apr 16, 2018 3:48 pm Post subject: Detecting the state of an in game object |
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Does anyone know a way of detecting the state of an in-game object? I'm working on a game where you can destroy trees and I would really like to know a way of detecting whether the tree has been destroyed. I'm assuming there will be some value which corresponds to whether or not the tree should appear in-game. When the tree is destroyed this value should change, and when it spawns again the value should change once more, right? With these assumptions in mind I carried out the following procedure:
1. initial value = unknown
2. data type = all
3. scan for values.
4. kill tree.
5. scan for changed values.
6. scan for unchanged values a few times.
7. wait for tree to respawn.
8. scan for changed values.
6. scan for unchanged values a few times.
9. go to step 4.
I assumed I would end up with some value which corresponded to the presence of the tree, however, I simply ended up with no values at all. Can anyone suggest a more effective way of tackling my problem? Thanks.
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TheyCallMeTim13 Wiki Contributor Reputation: 50
Joined: 24 Feb 2017 Posts: 976 Location: Pluto
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Posted: Mon Apr 16, 2018 6:13 pm Post subject: |
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Main thing I would add is check the CE settings -> scan settings -> All; and make sure "byte" is checked. It takes longer to scan, but I'd bet it's a byte value. But it could also be a bit, but if you only mess with one tree then byte should find it, you'll just need to see how the game accesses the address to know for sure.
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FreeER Grandmaster Cheater Supreme Reputation: 53
Joined: 09 Aug 2013 Posts: 1091
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Posted: Mon Apr 16, 2018 8:47 pm Post subject: |
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It could be deleting the tree object and creating a new one, particularly if it's appearing in a new place or otherwise different properties, or simply removing it from a list of "live" objects and adding it to a list of "dead" ones (or doing so for that frame and then deleting everything at the end of the frame when it knows how much time it has until the next frame).
It could simply a have some count for the number of trees that should exist and if it's 0 then it doesn't draw anything otherwise it has some hard coded way of drawing each of the trees.
I'm sure there's a couple other potential scenarios.
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