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Cheat engine does not stop properly scripts!

 
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Meiyoh
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PostPosted: Sun Feb 18, 2018 1:41 am    Post subject: Cheat engine does not stop properly scripts! Reply with quote

I am having an issue where if I disable my scripts with hotkeys some appear to still run (All is setup properly including timers destroy etc)

However Cheat Engine seems to not work properly. Reason Is I get a crash after loading screen and trying to do a thing after enabling the scripts back.

If I close ENTIRELY cheat engine, change level, then open it attach and activate stuff I DO NOT GET A CRASH.

This proves something is wrong with CE and not my mods.

Is there a command to disable ALL ACIVATE STUFF ALL of it?
So Cheat engine is like never been used. (To save having to close and open it again)

Is there a way for Cheat Engine to auto load specific table if a process is running then auto attach to it?


Those things I need to know. Because this is not only happening in one game but is happening in others. And I thought at first my mods do not work properly but after closing CE and opening again and doing the stuff I shall normally get a crash it proved that something is OFF with it...

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Dark Byte
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PostPosted: Sun Feb 18, 2018 2:00 am    Post subject: Reply with quote

check your destruction code again
timers and threads need to be terminated and destroyed, and pointers and addresses must get unchecked, even if they point to invalid memory
and you should set variables that used to be nil back to nil again so the tests for these states will act accordingly (e.g checking if 'hasInitialized' is true followed by injecting other code that relies on hasInitialized to be true, will fail if you don't set it back to false/nil)

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Meiyoh
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PostPosted: Sun Feb 18, 2018 4:59 am    Post subject: Reply with quote

Is there a way for Cheat Engine to debug which code/script last moddified game before say CRASH?
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mgr.inz.Player
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PostPosted: Sun Feb 18, 2018 5:31 am    Post subject: Reply with quote

Do you use threads? (createThread in AA or createNativeThread in Lua)
Do you have any globalalloc?




Are you using "group config": "activating this entry activates its children" and/or "deactivating this entry deactivates its children". There can be problem with ordering.

If you are using many AA scripts, try this script, it should help you to see last AA scripts activations/deactivations :

Code:
function onMemRecPreExecute(memoryrecord, newstate)
  local oldstateStr = tostring(memoryrecord.Active)
  local newstateStr = tostring(newstate)
  print('\r\nmemory record with description: "'..memoryrecord.Description..'"',
        'and Index: '..memoryrecord.Index..', ID: '..memoryrecord.ID)
  print('attempts to change state from '..oldstateStr..' to '..newstateStr)
end


If you have for example something like this:


and you set those "group config" options:


You will see the order will be:
Code:
memory record with description: "script 1" and Index: 0, ID: 0
attempts to change state from false to true

memory record with description: "script 2" and Index: 1, ID: 1
attempts to change state from false to true

memory record with description: "script 3" and Index: 2, ID: 2
attempts to change state from false to true

memory record with description: "script 1" and Index: 0, ID: 0
attempts to change state from true to false

memory record with description: "script 2" and Index: 1, ID: 1
attempts to change state from true to false

memory record with description: "script 3" and Index: 2, ID: 2
attempts to change state from true to false



Can you upload your CT file?


 

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OldCheatEngineUser
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PostPosted: Mon Feb 19, 2018 9:30 am    Post subject: Reply with quote

make sure you use different symbols for each instruction.
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Meiyoh
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Joined: 14 Mar 2015
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PostPosted: Tue Feb 20, 2018 4:37 am    Post subject: Reply with quote

mgr.inz.Player wrote:
Do you use threads? (createThread in AA or createNativeThread in Lua)
Do you have any globalalloc?




Are you using "group config": "activating this entry activates its children" and/or "deactivating this entry deactivates its children". There can be problem with ordering.

If you are using many AA scripts, try this script, it should help you to see last AA scripts activations/deactivations :

Code:
function onMemRecPreExecute(memoryrecord, newstate)
  local oldstateStr = tostring(memoryrecord.Active)
  local newstateStr = tostring(newstate)
  print('\r\nmemory record with description: "'..memoryrecord.Description..'"',
        'and Index: '..memoryrecord.Index..', ID: '..memoryrecord.ID)
  print('attempts to change state from '..oldstateStr..' to '..newstateStr)
end


If you have for example something like this:


and you set those "group config" options:


You will see the order will be:
Code:
memory record with description: "script 1" and Index: 0, ID: 0
attempts to change state from false to true

memory record with description: "script 2" and Index: 1, ID: 1
attempts to change state from false to true

memory record with description: "script 3" and Index: 2, ID: 2
attempts to change state from false to true

memory record with description: "script 1" and Index: 0, ID: 0
attempts to change state from true to false

memory record with description: "script 2" and Index: 1, ID: 1
attempts to change state from true to false

memory record with description: "script 3" and Index: 2, ID: 2
attempts to change state from true to false



Can you upload your CT file?


 


mgr I will send you a PM with the file. It's a big project I can not share under any conditions to public.

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