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Trainer help /w auto assemble

 
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efficacy28
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PostPosted: Mon Jul 04, 2011 12:31 pm    Post subject: Trainer help /w auto assemble Reply with quote

aobscan requires that you attach the debugger to the process in order for it to work in a script. How do you automatically attach the debugger to the process in a trainer?

EDIT: Removed reader name. Sorry for wrong section.

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Last edited by efficacy28 on Mon Jul 04, 2011 3:29 pm; edited 1 time in total
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Geri
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PostPosted: Mon Jul 04, 2011 2:20 pm    Post subject: Reply with quote

1. In the AA scrip section, you should put scripts, not questions. (So I have moved your topic.)
2. This readername in your posts is stupid.
3. Aobscan does not require any debugger at all.

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efficacy28
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PostPosted: Mon Jul 04, 2011 3:31 pm    Post subject: Reply with quote

Geri wrote:
1. In the AA scrip section, you should put scripts, not questions. (So I have moved your topic.)
2. This readername in your posts is stupid.
3. Aobscan does not require any debugger at all.


1. Sorry.
2. Sorry, removed it.
3. Well, is there another way for aobscan to work? When I restart cheat engine and my game, and I activate the hack, cheat engine just freezes and it doesn't get enabled. On the other hand, if I enable the debugger, it works perfectly. Is there a fix to this? Thanks.

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Geri
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PostPosted: Mon Jul 04, 2011 3:58 pm    Post subject: Reply with quote

Aobscan is using a simple scan, it is not attaching the debugger to the game at all. However it may happen that your game is flash or .NET or similar frame where codes are generated run-time. (If it is about Minecraft, I have no idea if it is flash, java, .NET or whatever kind of game, never played it. Make sure to check that the codes are not "created" dynamically when they are needed.)
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efficacy28
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PostPosted: Mon Jul 04, 2011 7:16 pm    Post subject: Reply with quote

Geri wrote:
Aobscan is using a simple scan, it is not attaching the debugger to the game at all. However it may happen that your game is flash or .NET or similar frame where codes are generated run-time. (If it is about Minecraft, I have no idea if it is flash, java, .NET or whatever kind of game, never played it. Make sure to check that the codes are not "created" dynamically when they are needed.)


Yes, indeed it is minecraft. It is a java game. I don't understand when you say, ""created" dynamically when they are needed."

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Geri
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PostPosted: Tue Jul 05, 2011 2:40 am    Post subject: Reply with quote

It means the code is not in the memory until it is not used. It will be loaded only when it is needed.

For example the code that is decreasing the health will not be in the memory until the program has to decrease the health. Only after that.

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efficacy28
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PostPosted: Tue Jul 05, 2011 9:49 am    Post subject: Reply with quote

Geri wrote:
It means the code is not in the memory until it is not used. It will be loaded only when it is needed.

For example the code that is decreasing the health will not be in the memory until the program has to decrease the health. Only after that.


So there's no solution?

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Geri
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PostPosted: Tue Jul 05, 2011 12:31 pm    Post subject: Reply with quote

You need to activate the script when the function has been loaded already. That's all.
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