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Other Stuff & Coordinates in Cheat engine Script or C+

 
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Gaz
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PostPosted: Thu Apr 07, 2016 12:33 am    Post subject: Other Stuff & Coordinates in Cheat engine Script or C+ Reply with quote

Basically the image below describes what i want to do , but also if there is a way I can do this in Cheat engine scripts. And one more question , I have the health code check and i cmp from my player to the enemy and got a unique one however each time i load the game it movs 0 into the enemy health and killing them! But if i mov one into their health it makes them have Godmode? How do i mov 1 into the enemy health and then thats it ?

so for example mov [ecx+F8], edx . thats the health instruction

then in the script i do mov edx , 0 for Godmode which works during gameplay but then when the level loads it kills them when 0 is added , and if i put one like i said it does not kill them.


Also is there a way that I can cmp my health which is a different script and use it as a cmp instruction in another script and then tell the script that its me so dont deduct my ammo? but give everyone else no ammo?

Anyway Thanks


Image of the coordinates / position
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++METHOS
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Joined: 29 Oct 2010
Posts: 4197

PostPosted: Thu Apr 07, 2016 12:15 pm    Post subject: This post has 1 review(s) Reply with quote

You need to complete the CE tutorial. There are written guides and videos that will walk you through each step. The last step, covering data structure dissection, is what you're looking for here.

Regarding your health question, if you're writing a one-hit kill script, use an instruction that is 'accessing' all health values:

Code:
cmp [ecx+F8],1
jle originalcode
mov [ecx+F8],1
originalcode:


For this to work as intended, you will need to filter out hero health.
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Gaz
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PostPosted: Fri Apr 08, 2016 12:10 am    Post subject: Reply with quote

I have difference i check the against my hero it works perfect only problem is when the level loads and if i set the enemies health to 0 it actually kills them leaves my hero untouched because i did filter myself out , but if i set the enemy to mov 1 into their health it remains one making them have Godmode , i want to know is there a way I can set one and for it to continue with the instruction as intended?

Code:
alloc(newmem,148,"Game.exe"+E241E)
label(returnhere)
label(originalcode)
label(exit)

newmem:
cmp [rcx+000000FC],00000078
jne originalcode

//mov [rcx+000000F4], edx
jmp exit

originalcode:

mov edx,1 // move 1 into enemy health once and not make him God
mov [rcx+000000F4],edx
jmp exit

exit:
jmp returnhere
"Game.exe"+E241E:
jmp newmem
nop
returnhere:
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++METHOS
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PostPosted: Fri Apr 08, 2016 12:23 am    Post subject: Reply with quote

You're just repeating yourself. I already gave you the answer. Now you're showing me a different instruction?
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Gaz
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PostPosted: Fri Apr 08, 2016 1:47 am    Post subject: Reply with quote

You are absolutely right!!!! Okay but what about the teleport?
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++METHOS
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PostPosted: Fri Apr 08, 2016 1:58 am    Post subject: Reply with quote

I didn't see anything about teleporting...what is your question?

Edit:
Okay, I see...I missed it. Sorry. You can grab the address a few different ways. First, I would find one of your coordinate values and check to see what is 'accessing' it. From there, I would check to see if any of the opcodes access other addresses to see if there are any instructions that are exclusive to hero coordinates. From there, I would create a filter and write a script that saved off the coordinate address. So...

1. Find one of the coordinate addresses.
2. Right-click on it to see what is 'accessing' it.
3. In the new debugger window that pops up, right-click on an open, white space and click on the option to check if opcodes access other addresses.
4. Widen the 'count' column so that everything is legible and see if any of the instructions are only accessing (1) address, as shown.
5. If there is an instruction that is exclusive to hero coordinates (i.e. is only accessing 1 address), then add that to your code list and rename it to 'filter' or something.
6. Click stop in the debugger window and right-click an open, white space again to deselect the 'check if found opcodes...'.
7. Add the rest of the opcodes to your code list and save the table.

Depending on what you are wanting to do, will depend on how you proceed.
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