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How to allocate a new AI ?

 
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izissise
How do I cheat?
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PostPosted: Wed Jul 27, 2011 3:10 pm    Post subject: How to allocate a new AI ? Reply with quote

Hello,
In the game just cause 2,
I need to allocate an new AI(a citizen for example) and take back the pointer to this AI (to set it position for example), but I don't know how. So if someone can send me a how to, a link or something.

Thank you


Last edited by izissise on Thu Jul 28, 2011 6:05 am; edited 3 times in total
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SwaggaJackin'
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PostPosted: Wed Jul 27, 2011 3:44 pm    Post subject: Reply with quote

I could try to help if you would explain your question better. It made no sense and I understand a lot of people who post here do not speak or write in English as their first language. But your question in its current form is incomprehensible to me.
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izissise
How do I cheat?
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PostPosted: Wed Jul 27, 2011 4:02 pm    Post subject: Reply with quote

Sorry,
I tried to reformulate my question and I hope you understand. Smile
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SwaggaJackin'
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PostPosted: Thu Jul 28, 2011 9:59 pm    Post subject: Reply with quote

If I understand you correctly, you'll probably need to find an AI, and find the pointer to this AI. Find out how the pointer is generated (you could use a trace log for example). Find the subroutine that creates the new AI and modify it to so that it creates one when you want it (like pressing a certain button or when you pick up an item, or whatever) and set its position to where you want. You'll probably need to see how the AI is assigned a position so you can hook into that to set the position of a newly created AI.

I've never played Just Cause 2 so I'm only going by what I assumed you asked.
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izissise
How do I cheat?
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PostPosted: Fri Jul 29, 2011 6:22 am    Post subject: Reply with quote

That exactly that Very Happy
But how i can find the subroutine ?
Even if I find the pointer to the AI,I can't know which subroutine create it ....
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SwaggaJackin'
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PostPosted: Fri Jul 29, 2011 9:39 am    Post subject: Reply with quote

Find out how the pointer is assigned it's address. You need to trace the code that comes before the pointer, if the pointer gets it's address from ESI for example, you need to log all instructions that occur before the pointer and see how ESI gets it's value.
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izissise
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PostPosted: Fri Jul 29, 2011 1:13 pm    Post subject: Reply with quote

But that really hard .... Sad
Is there any simpler walktrought ??
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SwaggaJackin'
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PostPosted: Fri Jul 29, 2011 5:53 pm    Post subject: Reply with quote

izissise wrote:
But that really hard .... Sad
Is there any simpler walktrought ??


These things aren't usually "pick-up and go", they are advanced modifications to the games internal workings. So you're not gonna really find a walk through for things like this, because each situation is usually unique.

The basic premise is you gotta work backwards from the pointer and see how it arrived there and manipulate its arrival to your needs.
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izissise
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PostPosted: Fri Jul 29, 2011 5:58 pm    Post subject: Reply with quote

OK, thank to you, I will try, but, is there an example an example for something similar in another game ?
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SwaggaJackin'
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PostPosted: Fri Jul 29, 2011 6:03 pm    Post subject: Reply with quote

I can't think of anything that is similar to this. You can try browsing the Auto Assemble scripts forums to see tricks and tips to modifying memory locations and code. I'm unsure of any cheats that are similar to this however, maybe someone familiar with the game can chime in.

Look up on finding pointers and assembly language and become familiar with cheat engines trace feature.

What I would do, is I would set a break and trace, and set it to stop tracing when it reaches the point when it creates a new AI. The log file will probably be very large, but all you need to do is start from the very last instruction (the AI pointer) and work your way backwards to see how that value was created.

Good luck.
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