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Jagged Alliance: Back In Action (Steam Version)
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Rhagic
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PostPosted: Thu Feb 09, 2012 4:59 pm    Post subject: Jagged Alliance: Back In Action (Steam Version) Reply with quote

Cheat Table for Jagged Alliance: Back in Action

All options use aobscan to locate relevant code to hook, features may hopefully continue to work between game updates.

Update 2012-03-20:
- Updated for JA BIA 1.11
- All features updated, except Chameleon, which has been removed. Needs more work than I have time.

Update 2012-02-21:
- Added "SilentScope", all guns are considered to have a x12 Scope and a Silencer Attached
- Added "Chameleon", increase your camouflage by an amount, make your units hard to see (set bonus to 100) or effectively invisible (set bonus to 200)
- Added more clothes to the EasyMilitia MagicPocket and swapped the MG for a Sniper Rifle (by request).
- Text decoration to row descriptions to better indicate scripts and their associated options.
- Added a modifiable target value of the MaxStats feature.

Features

SaveCharPointers
In the battlescreen, it will save the pointers to your units' data structures into an array called 'pArray'. You can then view and modify these data structures using the 'Character' structure dissector included. See here for details.

MaxStats (F11)
In the battle screen, while the SaveCharPointers script is active, you can hit F11 to set all of your units' skills and attributes to the "Skill Max Value" (default: 100) and remove all deficits (including death).

No Durability Loss
Your units' guns and clothes do not loss durability.

No Ammo/Charge Usage
Your unit's guns do not consume ammunition and the charges on your off-hand items do not decrease.

No Damage+OneHitKill
There are two toggles available for this feature to independently disable the two elements to this feature (0 == disabled, 1 == enabled).
- No Damage - Your units and friendly units (militia & villagers) will not take damage, they can however be wounded or start bleeding.
- OneHitKill - Non-friendly units, i.e. not any of the previous factions, will die from any damage.

Equipment Max Dura/Ammo/Charge
There's a game function that is called on every item of equipment when it is to be rendered in-game. This feature hooks that function to set maximum durability to all items, maximum ammo to weapons and maximum charges to offhand items.

Squad Teleport (0)
In map screen, select a squad, cancel any orders, then if you hit '0' on your keyboard the squad will teleport to the mouse cursor location. Use cautiously to avoid landing your squad in trouble.

SilentScope
Your units' guns will be considered to have both a silencer and a x12 scope. Couldn't get it to change the sound of the gunshots though.

Chameleon
Your units' will receive a configurable bonus to their camouflage. Default is 100, which will make them pretty hard to see. Change it to 200 to make them effectively invisible.

MagicPockets
Firstly, if "EasyMilitia" is set to 1 (default), when you 'talk' to militia, your trading inventory will be a fixed set of weapons and armour. Makes equiping militia really easy!

Secondly when you swap equipment between units. If you hold down a key when they start to the swap will make the 'B' player's inventory be swapped with a magic pocket which is a static (don't put anything you want in there).
- F5 - Pistols + Clothes
- F6 - SMGs + Armor + Attachments
- F7 - MGs + Medikit + Tool Kit + Openers + Explosives
- F8 - Assault Rifles + Grenades
- 7 - Shotguns + Money
- 8 - Sniper Rifles
- 9 - Launchers



JA-BIA-aob-2012-03-20.CT
 Description:
Updated for JA-BIA 1.11
- Chameleon option needs more work, looks like they've altered the way visibility is calculated. So I've removed it for now.

Download
 Filename:  JA-BIA-aob-2012-03-20.CT
 Filesize:  186.25 KB
 Downloaded:  2382 Time(s)


JA-BIA-aob-2012-02-21.CT
 Description:
- Added "SilentScope", all guns are considered to have a x12 Scope and a Silencer Attached
- Added "Chameleon", increase your camouflage by an amount, make your units hard to see (set bonus to 100) or effectively invisible (set bonus to 200)
- Added mo

Download
 Filename:  JA-BIA-aob-2012-02-21.CT
 Filesize:  124.9 KB
 Downloaded:  1085 Time(s)


JA-BIA-aob-2012-02-16.CT
 Description:
- Added "MaxStats" option to remove all penalties (including death) and max all skills/attributes to 100. Hit F11 when SaveCharPointers is active in the battle screen.

Download
 Filename:  JA-BIA-aob-2012-02-16.CT
 Filesize:  111.34 KB
 Downloaded:  1070 Time(s)


JA-BIA-aob-2012-02-15.CT
 Description:
Updated for v1.06
- Added Magic Pockets

Download
 Filename:  JA-BIA-aob-2012-02-15.CT
 Filesize:  109.38 KB
 Downloaded:  869 Time(s)



Last edited by Rhagic on Tue Mar 20, 2012 6:22 pm; edited 9 times in total
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biohazardfmj
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PostPosted: Fri Feb 10, 2012 7:47 am    Post subject: Reply with quote

can you like post a step by step how to get this to work in game? I would greatly appreciate it
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Rhagic
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PostPosted: Fri Feb 10, 2012 10:10 am    Post subject: Reply with quote

biohazardfmj wrote:
can you like post a step by step how to get this to work in game? I would greatly appreciate it


How to fiddle with your squad's data

So there is a data structure which stores most of the information about Characters (Player, Non-Player, etc).

I've started mapping out this data-structure, this is in the "data/structure dissector" in the cheat table.

So, I've written a little helper function that hooks into a display routine that cycles through your on-screen squad, this is call "SaveCharPointers".

The pointers are stored in an array that starts at (registeredsymbol) "pArray".

    In game, turn on the SaveCharPointers script switch into the game in "real-time" (as opposed to command pause) and the function will run and extract the pointer to your current squad, "CharacterCount" should be the number of characters in your squad.

    In Cheat Engine Memory View, select "Dissect data/structure" from the Tool Menu.

    In the address box type "[pArray]", select 'add extra address' from the menu, then type "[pArray+4]" into the next box. Continue doing this, incrementing the extra by 4, in hex each time. E.g. for 4 squad members:
    [pArray], [pArray+4], [pArray+8], [pArray+C]

    Then from the structures menu select "Character".

    The window should update with a table of the offsets and the values from each of those pointers.

    Carefully modify table entries and observe the results, have fun.


I've mapped out lots of things that I've identified so far, attributes, skills, stats, inventory. There's plenty more to do, it's a work in progress...
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wikingss
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PostPosted: Fri Feb 10, 2012 10:46 am    Post subject: Reply with quote

Embarassed Embarassed Embarassed Embarassed

First of all.
Take care that flu ..................

And to tell us the progress.

Thank you.
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Rhagic
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PostPosted: Fri Feb 10, 2012 10:58 am    Post subject: Reply with quote

I'm going a bit crazy with flu, I'm sure I added a bunch of options before I went to bed to my cheat table, but when I checked today, they were gone.

I was sure CE6.1 always reminded you to save on exit...

A little update on the enemy detection used by these scripts. I'm pretty sure that the offset I'm checking is "faction":

Apparently these are the possible factions:

HumanPlayer = 0
HumanMilitia = 1
Deidranna = 2 (default)
HillBillies = 3
KillTarget = 4
VillagePeople = 5

Anyone know who the HillBillies are and whether they should be subject to Damage Protection or OneHitKill?

Update
Looks like the HillBillies are cannibals, I'll put them in the OneHitKill category, will update my script based on these factions soon.
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xRif
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PostPosted: Fri Feb 10, 2012 3:09 pm    Post subject: Reply with quote

do you know the max value on morale and the address on bleeding status? i know it goes low > good (default)> very good > ??? for morale. when i search for the status on character i only found wound that make you cripple but not the bleeding status.
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Rhagic
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PostPosted: Fri Feb 10, 2012 7:03 pm    Post subject: Reply with quote

I thought I had the idea of moral, but now I'm not so sure having picked up Ira, who seems quite down, even though she has the same value at the offset where my other squad members are pretty happy.

Bleeding rate is at Character+2E0, 4-byte decimal, the value is the periodic damage cause by the bleeding, e.g.: 3

Also found that Character+2C8 is a float of percentage fatigue, a portion of stamina that isn't available because your units are tired, presumably.
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darkedone02
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PostPosted: Sat Feb 11, 2012 2:32 am    Post subject: Reply with quote

I wish for two things to appear in this table, 1 is a max accuracy, so I mostly be able to kill enemies from far away from a pistol distance, and 2nd is the no bleeding and crippled movement penalty.
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Rhagic
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PostPosted: Sat Feb 11, 2012 7:05 pm    Post subject: Reply with quote

Just got squad teleport working on the map screen. Man that's taken hours.

I need to tidy it up and do some testing... it's damn late, going to head to bed for now and do the rest later.

--

Next late night update, 2012-02-10 23:26

I've been playing with the inventory management. In case you haven't realised already, you can edit your characters inventory with the Structure Dissector in this CheatTable.

I'd been using that to put nice equipment in my unit's inventory to use to equip militia wannabees. Got a bit repetitive, thought there must be a better way to do it.

Got this working this evening: trading with a militia to equip them loads a static container I've defined containing armour and a selection of guns. You can give them nice stuff and the inventory changes don't get written back. Needs some more testing before I release it, but now I've cracked this, I can probably fool around with other "trading" situations.

Perhaps loading a "bag of goodies" instead of a container, when opening a container when a certain key is pressed. I don't know of any persistent storage.

Obviously a full-blown gui character editor is entirely possible, but I hate gui programming and don't have the time/inclination to do it.
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xRif
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PostPosted: Mon Feb 13, 2012 7:12 pm    Post subject: Reply with quote

there is an error on line 19 on your no damage/1 hit kill, kinda weird that it randomly doesn't work.

if that work, it will be kinda the same as using a cheat code that changes your stuff just like in ja2...(i wish they carry over the iguana lol)

@Hyriu money address is easy to find you just need to type the current money you have on 4 byte then either buy a cheap item or sell item or loot money after that enter your current money until you have found the right match of your money.


Last edited by xRif on Tue Feb 14, 2012 11:45 am; edited 1 time in total
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Hyriu
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PostPosted: Tue Feb 14, 2012 11:28 am    Post subject: Reply with quote

Thank you guys money or merc perk will be great
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Rhagic
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PostPosted: Tue Feb 14, 2012 1:10 pm    Post subject: Reply with quote

xRif wrote:
there is an error on line 19 on your no damage/1 hit kill, kinda weird that it randomly doesn't work.


That's the scan for the code in the damage routine. It works fine on every version I've tried.

However, if you're using a trainer or another cheat table with damage-related functionality then they might try modifying the same code and therefore be incompatible.
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Charlie Tree-One
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PostPosted: Tue Feb 14, 2012 1:37 pm    Post subject: Reply with quote

Noticed that using the most recent version (with AOB) the game crashes upon the firing of any squad weapon with "No Durability Loss". This is for JA 1.05. Not sure what's up, but as soon as that single round is shot, I get a CTD. Haven't gotten shot, but I suspect it happens if you get shot too.
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Rhagic
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PostPosted: Tue Feb 14, 2012 2:32 pm    Post subject: Reply with quote

Rhagic wrote:
Charlie Tree-One wrote:
Noticed that using the most recent version (with AOB) the game crashes upon the firing of any squad weapon with "No Durability Loss". This is for JA 1.05. Not sure what's up, but as soon as that single round is shot, I get a CTD. Haven't gotten shot, but I suspect it happens if you get shot too.


Thanks, seems a couple errors snuck in, which is really odd because I was sure I tested it, been a bit sleep deprived lately...

I've almost finished the "magic" bags stuff, so I'll post the fixes when I've got the new feature ready.


Bah, another freaking version, hey this one is "Final" too. Yay. Thank god for AOB, everything still works (enables/disables multiple times), except NoDurabiltyLoss, which I'd fixed, but it's broke again.

Back to the drawing board.
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oread
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PostPosted: Tue Feb 14, 2012 6:23 pm    Post subject: Reply with quote

now v1.06 lol
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