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knight95 Newbie cheater
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Joined: 22 May 2013 Posts: 13
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Posted: Wed May 29, 2013 5:31 am Post subject: Help with the dynamic address for inf ammo |
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Hi guys,
So I've been doing the CH tutorials over and over again and got used to it and how to find values and such and so. I've been playing Cry of Fear for the second time and I wanted to experiment around with the monsters and stuff while having infinite health and ammo . I used cheat engine to find the ammo for my glock and set it to freeze but I noticed whenever I load another save it changes the address.
I can easily freeze the glock clip bullets but can't seem to freeze the clips that I have in inventory . Example :- Having a glock with 5 magazines. I want to freeze the magazines or add them up whenever they decrease.
It isnt easy to find the value because I think it has to do something with the multi-level pointers. I found the display value only with green address. When I use the function for what writes or accesses this address. Its probably client.dll adding up font to it and decreasing it. I need help with this one
Do I have to find the overall value of the magazines (example 90 bullet) or 5 magazines? Cry of Fear has a different interface in terms of Counter strike or other source games.
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mgr.inz.Player I post too much
Reputation: 222
Joined: 07 Nov 2008 Posts: 4438 Location: W kraju nad Wisla. UTC+01:00
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Posted: Wed May 29, 2013 12:10 pm Post subject: |
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As I already suggested you in another thread, clips are saved as (clips quantity * clip size).
I checked it, and I was right.
Example: GLOCK, you have 7 bullets in current clip and you have 5 clips in pocket.
Just ignore those 7 bullets. You have 5 clips, clip size for GLOCK is 15. (5*15 = 75)
Do "first scan" with value 75. Now do reload. Now you have 4 clips.
Do "next scan" with value 60. Again, shot once, do reload, now you have 3 clips.
Do "next scan", value 45
You should have about 5 to 10 addresses. All of them but one are just copies. Probably the right address will be always just after green ones (for this game. It isn't fundamental principle...).
Pick first address, and change to 150 (so it will be 10 clips). Check in game if you have 10 clips. If nothing changed, try next address. You can skip address which immediately restore original value (you changed 45 to 150, but after clicking OK, it immediately changes to 45).
About dynamic/changing addresses. 99.999% games have dynamic addresses. It is called DMA. This is why we use AA scripts, and "modulename+offset" addresses.
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knight95 Newbie cheater
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Joined: 22 May 2013 Posts: 13
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Posted: Wed May 29, 2013 10:30 pm Post subject: |
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| Quote: | As I already suggested you in another thread, clips are saved as (clips quantity * clip size).
I checked it, and I was right.
Example: GLOCK, you have 7 bullets in current clip and you have 5 clips in pocket.
Just ignore those 7 bullets. You have 5 clips, clip size for GLOCK is 15. (5*15 = 75)
Do "first scan" with value 75. Now do reload. Now you have 4 clips.
Do "next scan" with value 60. Again, shot once, do reload, now you have 3 clips.
Do "next scan", value 45
You should have about 5 to 10 addresses. All of them but one are just copies. Probably the right address will be always just after green ones (for this game. It isn't fundamental principle...).
Pick first address, and change to 150 (so it will be 10 clips). Check in game if you have 10 clips. If nothing changed, try next address. You can skip address which immediately restore original value (you changed 45 to 150, but after clicking OK, it immediately changes to 45).
About dynamic/changing addresses. 99.999% games have dynamic addresses. It is called DMA. This is why we use AA scripts, and "modulename+offset" addresses. |
Thanks again. . I'll try it.. I noticed how the addresses of glock clip bullets were two and when I changed one , the other one changed. Seems this is the case with the other one as well.
Edit - You are right about the DMA. Ill need to learn to code inject it right from its heart value so it doesnt change everytime . Thanks .
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