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How do I use the form generator on CE?

 
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ThatBenderGuy
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PostPosted: Wed Aug 28, 2013 7:42 pm    Post subject: How do I use the form generator on CE? Reply with quote

Specifically access the address pointer in my code list to use with the form maker.

Does anyone know a video that teaches how to use the addresses in the form maker?

Or is it simple enough to explain through text/images?

EDIT:
I'm using CE 6.3

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Dark Byte
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PostPosted: Thu Aug 29, 2013 4:07 am    Post subject: Reply with quote

Easiest is doing file->generate generic lua script from table

Also, if you do it manually keep in mind that addresses are not a visible thing while forms are

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ThatBenderGuy
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PostPosted: Thu Aug 29, 2013 11:50 am    Post subject: Reply with quote

so what you're saying is that within the form it'd be impossible to relay back the current value of said address?
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Dark Byte
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PostPosted: Thu Aug 29, 2013 12:16 pm    Post subject: Reply with quote

It's possible but you HAVE to use some lua programming to convert a value from the addresslist to a human readable representation in the form. (It's not a simple drag/drop and fill in links)

e.g: Create a timer that occasionally fetches the Value property of a MemoryRecord inside the AddressList, and assign that value to a visual object like the Caption of a Label object.

example: (if your form is named myform and the label has Name valuex)

Code:

al=getAddressList()

function updategui(sender)
  myform.valuex.Caption=al.getMemoryRecordByDescription('Description of ValueX').Value
end

t=createTimer(nil)
t.OnTimer=updategui
t.Interal=500  --update every half second
t.Enabled=true

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ThatBenderGuy
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PostPosted: Thu Aug 29, 2013 2:40 pm    Post subject: Reply with quote

alright thanks, and how would I write back? say modify the value. would it look like this?

Code:

al=getAddressList()

function healthTextBoxChange(sender)
         al.setMemoryRecordByDescription('Health').Value = myform.healthTextBox.Text
end


EDIT:
One other thing, how would I export the form to be used by a user? Does it also need the cheat table? because when I save the Lua Script it saves it as a .CT but I save the form seperatly as a .FRM, does saving the lua script as a .CT Save the address list AND the lua script?

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Dark Byte
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PostPosted: Thu Aug 29, 2013 3:07 pm    Post subject: Reply with quote

change setMemoryRecordByDescription to getMemoryRecordByDescription , but yes, that should work, assuming that the editbox is a valid value (integer) else an error will be shown to the user

If you save a table all the defined forms will be saved into it as well

you can show it by executing formname.show()

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ThatBenderGuy
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PostPosted: Thu Aug 29, 2013 3:12 pm    Post subject: Reply with quote

So any user using my CT has to open the .CT file then go to Table > Show Cheat Table Lua Script > Execute Script?

EDIT:
I've worked in C# using Visual Studio before and I know you can do this in C# but sure for Lua but is it possible to restrict the characters used in an Edit box to only numbers?

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Dark Byte
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PostPosted: Thu Aug 29, 2013 3:21 pm    Post subject: Reply with quote

It's an option in the user's settings.
The default option is to show a message asking if the user wishes to execute the script when he opens it. That can be disabled to always execute, or always ignore.

But, if you name your table with the extension .CETRAINER and ce opens it, it will automatically execute the lua script (the user can also doubleclick the .cetrainer and it will launch ce automatically for you, without even showing the main ce gui, if you wish that so)

Quote:

I've worked in C# using Visual Studio before and I know you can do this in C# but sure for Lua but is it possible to restrict the characters used in an Edit box to only numbers?

tonumber(string) will return nil if it's not a valid number

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ThatBenderGuy
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PostPosted: Thu Aug 29, 2013 3:28 pm    Post subject: Reply with quote

ok thanks, 2 last things then I promise i'm done bugging you.

1. Whenever I tried saving it as an exe then running it with the game up it doesn't seem to naturally hook into the game's exe file. How do I fix that?

2. How do I find out a controls properties name? For instance I have toggle button with this script.

Code:

function healthToggleBoxChange(sender)

end


but I want test if it's activated, and if so enable a timer ("CETimer1")

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Dark Byte
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PostPosted: Thu Aug 29, 2013 3:43 pm    Post subject: Reply with quote

1: You need to tell cheat engine to do that (also with lua)
Code:

getAutoAttachList().add('processname.exe')


2:
Check the property list, it shows the properties of the control
The Name property is the name you use in lua to access it. (preceded by the formname)

The togglebox for example has as property "Checked"
So to get the state of the togglebox you can do:
Code:

  if formname.toggleboxname.Checked==true then
    formname.CETimer1.Enabled=true
  end


Also, the sender that is given as parameter is the object that called the function. In this case that would be the togglebox so you could also write:
Code:

  if sender.Checked then
    formname.CETimer1.Enabled=true
  end

of if you wish to disable the timer with it as well:

Code:

  formname.CETimer1.Enabled=sender.Checked


(If CETimer1 is a timer you created with the createTimer code then formname isn't required , but judging from the naming convention I guess it is)

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ThatBenderGuy
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PostPosted: Thu Aug 29, 2013 3:52 pm    Post subject: Reply with quote

alright, thanks a ton Dark Byte!
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