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antrfs Newbie cheater Reputation: 1
Joined: 29 Jun 2017 Posts: 15
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OldCheatEngineUser Whateven rank Reputation: 20
Joined: 01 Feb 2016 Posts: 1587
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Posted: Thu Jun 29, 2017 5:46 am Post subject: |
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the size of the bytes is small so it will go into another function, go one line above and try again
maybe you can upload another pic with couple lines above too?
maybe theres some useful instructions.
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antrfs Newbie cheater Reputation: 1
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OldCheatEngineUser Whateven rank Reputation: 20
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Posted: Thu Jun 29, 2017 6:25 am Post subject: |
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ok theres something in my mind, select
Code: | mov byte ptr [cx+44],01 | and auto assemble this instruction.
and post the code here without any modification. so might be able to deal with it.
is your max clip ammo 3? << just a question.
USE AOB INJECTION.
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antrfs Newbie cheater Reputation: 1
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Posted: Thu Jun 29, 2017 6:52 am Post subject: |
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here you go mate! max ammo is different for each weapon. the one I'm using is sniper rifle, max is 5 Code: | [ENABLE]
aobscanmodule(INJECT,FC3.dll,C6 41 44 01 89 10) // should be unique
alloc(newmem,$1000)
label(code)
label(return)
newmem:
code:
mov byte ptr [ecx+44],01
mov [eax],edx
jmp return
INJECT:
jmp newmem
nop
return:
registersymbol(INJECT)
[DISABLE]
INJECT:
db C6 41 44 01 89 10
unregistersymbol(INJECT)
dealloc(newmem) |
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OldCheatEngineUser Whateven rank Reputation: 20
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Posted: Thu Jun 29, 2017 7:01 am Post subject: |
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Code: | [ENABLE]
aobscanmodule(INJECT,FC3.dll,C6 41 44 01 89 10) // should be unique
alloc(newmem,$100)
label(code)
label(return)
newmem:
code:
mov byte ptr [ecx+44],01
mov edx,[eax] // basically moving our clip ammo to edx
mov [eax],edx // so moving our clip value into itself lol
jmp return
INJECT:
jmp newmem
nop
return:
registersymbol(INJECT)
[DISABLE]
INJECT:
db C6 41 44 01 89 10
unregistersymbol(INJECT)
dealloc(newmem) |
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I Use CE Since Version 1.X, And Still Learning How To Use It Well!
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STN wrote: | i am a sweetheart. |
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antrfs Newbie cheater Reputation: 1
Joined: 29 Jun 2017 Posts: 15
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Posted: Thu Jun 29, 2017 7:07 am Post subject: |
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I am getting the graphical glitch of a constant reload using that script. similar to what I have done before. also makes my clip empty haha!
I got the ammo not in the clip to reload using its cap so I don't lose ammo but what I'm aiming to do is create a script that doesn't reduce the clip ammo by one when shooting. Code: | [ENABLE]
aobscanmodule(Ammo,FC3.dll,29 46 10 5F 5E) // should be unique
alloc(newmem,$1000)
label(code)
label(return)
newmem:
code:
mov [esi+14],eax
pop edi
pop esi
jmp return
Ammo:
jmp newmem
return:
registersymbol(Ammo)
[DISABLE]
Ammo:
db 29 46 10 5F 5E
unregistersymbol(Ammo)
dealloc(newmem) |
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Last edited by antrfs on Thu Jun 29, 2017 7:20 am; edited 1 time in total |
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OldCheatEngineUser Whateven rank Reputation: 20
Joined: 01 Feb 2016 Posts: 1587
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Posted: Thu Jun 29, 2017 7:11 am Post subject: |
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antrfs wrote: | I am getting the graphical glitch of a constant reload using that script. similar to what I have done before. also makes my clip empty haha!
I got the ammo not in the clip to reload using its cap so I don't lose ammo but what I'm aiming to do is create a script that doesn't reduce the clip ammo by one hen shooting. Code: | [ENABLE]
aobscanmodule(Ammo,FC3.dll,29 46 10 5F 5E) // should be unique
alloc(newmem,$1000)
label(code)
label(return)
newmem:
code:
mov [esi+14],eax
pop edi
pop esi
jmp return
Ammo:
jmp newmem
return:
registersymbol(Ammo)
[DISABLE]
Ammo:
db 29 46 10 5F 5E
unregistersymbol(Ammo)
dealloc(newmem) |
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dont confuse me, which one is your clip ammo!
the script that i modified moments ago wasnt the clip?
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STN wrote: | i am a sweetheart. |
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antrfs Newbie cheater Reputation: 1
Joined: 29 Jun 2017 Posts: 15
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Posted: Thu Jun 29, 2017 7:17 am Post subject: |
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sorry. the script you modified was the clip ammo. but one of the registers in the script you modified is causing a glitch where by the weapon is on a loop reload.
sorry about that.
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OldCheatEngineUser Whateven rank Reputation: 20
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Posted: Thu Jun 29, 2017 7:25 am Post subject: |
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OldCheatEngineUser wrote: | Code: | [ENABLE]
aobscanmodule(INJECT,FC3.dll,C6 41 44 01 89 10) // should be unique
alloc(newmem,$100)
label(code)
label(return)
newmem:
code:
//mov byte ptr [ecx+44],01 // this is the problem,
//theres JE above it,
//so it means that byte ptr ecx is a part of the reload
//process. lets just get rid of it. since you wont need it anymore
mov edx,[eax] // basically moving our clip ammo to edx
mov [eax],edx // so moving our clip value into itself lol
jmp return
INJECT:
jmp newmem
nop
return:
registersymbol(INJECT)
[DISABLE]
INJECT:
db C6 41 44 01 89 10
unregistersymbol(INJECT)
dealloc(newmem) |
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About Me;
I Use CE Since Version 1.X, And Still Learning How To Use It Well!
Jul 26, 2020
STN wrote: | i am a sweetheart. |
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antrfs Newbie cheater Reputation: 1
Joined: 29 Jun 2017 Posts: 15
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Posted: Thu Jun 29, 2017 7:32 am Post subject: |
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That worked for the weapon I was modifying but when I go to change weapon the reload loop happens on that newly chosen weapon and when going back to the initial weapon reload loop continues Code: | [ENABLE]
aobscanmodule(INJECT,FC3.dll,C6 41 44 01 89 10) // should be unique
alloc(newmem,$100)
label(code)
label(return)
newmem:
code:
//mov byte ptr [ecx+44],01 // this is the problem, theres JE above it, so it means that byte ptr ecx is a part of the reload process. lets just get rid of it. since you wont need it anymore
mov edx,[eax] // basically moving our clip ammo to edx
mov [eax],edx // so moving our clip value into itself lol
jmp return
INJECT:
jmp newmem
nop
return:
registersymbol(INJECT)
[DISABLE]
INJECT:
db C6 41 44 01 89 10
unregistersymbol(INJECT)
dealloc(newmem) |
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OldCheatEngineUser Whateven rank Reputation: 20
Joined: 01 Feb 2016 Posts: 1587
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Posted: Thu Jun 29, 2017 7:47 am Post subject: |
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so i can understand the game reload the weapons when switching to them. strange!
ehmm of course you can disable the script and switch to that weapon then enable it back.
but its SHIT.
theres a way but.. you will go above your clip limit.
theres another way is modifying edx before it reaches this location.
and theres other ways as well.
EDIT: this is the right instruction being executed once shooting?
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STN wrote: | i am a sweetheart. |
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antrfs Newbie cheater Reputation: 1
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Posted: Thu Jun 29, 2017 7:53 am Post subject: |
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I think modifying edx would be the best shout because that is whats causing me the problem. I wouldn't know where to start in finding its base location. and when I do what would I modify that too?
[edit] yeah its the right instruction. I can modify the value back to full clip. and if I freeze it i can lock it at 5.
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OldCheatEngineUser Whateven rank Reputation: 20
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Posted: Thu Jun 29, 2017 8:06 am Post subject: |
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then remove mov edx,[eax]
and replace it with:
mov edx,63
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Jul 26, 2020
STN wrote: | i am a sweetheart. |
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antrfs Newbie cheater Reputation: 1
Joined: 29 Jun 2017 Posts: 15
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Posted: Thu Jun 29, 2017 8:08 am Post subject: |
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So thanks to you. I thought more outside the box and just added a simple line of code to my script. I think I can possibly remove one of the mov commands because It becomes redundant but thank you sop much for thaking the time to help me out sir! Code: | [ENABLE]
aobscanmodule(INJECT,FC3.dll,89 10 5D C2 04 00 8B) // should be unique
alloc(newmem,$1000)
label(code)
label(return)
newmem:
code:
add edx,01
mov [eax],edx
mov edx,[eax]
pop ebp
ret 0004
jmp return
INJECT:
jmp newmem
nop
return:
registersymbol(INJECT)
[DISABLE]
INJECT:
db 89 10 5D C2 04 00
unregistersymbol(INJECT)
dealloc(newmem) |
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