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jakeyao83 How do I cheat?
Reputation: 0
Joined: 09 Sep 2020 Posts: 6
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Posted: Fri Dec 30, 2022 12:23 am Post subject: About "autokill" |
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| Ask a question, what are the steps to achieve "autokill"? The specific performance is that enemies appear around the scene, and the enemies die automatically without any attack by the player.
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cooleko Grandmaster Cheater
Reputation: 11
Joined: 04 May 2016 Posts: 717
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Posted: Fri Dec 30, 2022 1:05 am Post subject: |
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Lots of ways to do it.
1) Find the entity structure for all entities in the zone and flip through it for all monsters and set their HP to zero.
2) Find the code responsible for spawning monsters and edit it to kill them after it spawns them.
3) Find the code responsible for reporting current health of all living entities, set all that aren't player to zero.
There are usually a nearly infinite number of ways to accomplish a problem, you just have to figure out how the games works and decide how you want to break it. You can accomplish the same thing through pointers, instructions, or scanning for AOBs in a loop.
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++METHOS I post too much
Reputation: 92
Joined: 29 Oct 2010 Posts: 4197
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Posted: Fri Dec 30, 2022 1:37 am Post subject: |
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Depending on how the game handles various data, the approach may vary. You may need to filter out player from enemies in most cases.
Sometimes, simply setting enemy health to zero will not work, since there are other triggers or flags that may need to be set for the death sequence to occur. You might even find that setting health to zero works, but only while the script is activated, because entities are not really dead yet. Disabling the script might even bring enemies back to life. Sometimes, the enemies might be dead, but now their corpse does not de-spawn.
For games that do not have any special triggers, setting health to zero may still not work if you do not structure your script properly. For example, if you constantly move 0 into health address, then it may never change from 0. Some games may need the health value to be less than 0 (or some other value) before the death sequence can occur. So, you might need to have some kind of filter in place, or, you may need to write your script so that health is constantly decreased.
If the game has fall damage, you can target an instruction that handles entity coordinates instead of health. Simply teleporting enemies into the air and having them fall to their death can work for some games.
For that matter, you might even have them fall through the map floor, never to be seen again, although some games might just respawn them back into the map.
Nonetheless, as mentioned, there are many ways to approach this. Working with health should work in most cases, but you may need to have some understanding of assembly and back-tracing etc..
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