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kosh Newbie cheater
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Joined: 28 Jul 2011 Posts: 12
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Posted: Mon Feb 17, 2014 7:50 pm Post subject: Why no dialogs on assert failures ? |
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On some (good) scripts, people use asserts to make sure the codepoint is the same.
However, if it fails, CE don't say anything, it just won't enable the script.
Is there a reason for this odd, silent behavior ?
At the very least, it should say something like, "Sorry, this script isn't for your version of the program" or whatever.
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Dark Byte Site Admin
Reputation: 471
Joined: 09 May 2003 Posts: 25855 Location: The netherlands
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Posted: Mon Feb 17, 2014 7:59 pm Post subject: |
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Ticking the scripts in the addresslist won't show them. But if you manually execute the script using the auto assembler window it will show
Also, some assert calls are done because of a timing issue, and there showing a message that the user has to click away is annoying
e.g on .net games where the script patches the code when the player takes damage. If the player has never taken damage, the code hasn't been compiled in yet.
Or in some initialization scripts where an assert is done to make sure the initialization thread has finished running (e.g: integrity check bypass which can only allow secondary cheats to run when the first one has been fully activated)
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kosh Newbie cheater
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Joined: 28 Jul 2011 Posts: 12
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Posted: Mon Feb 17, 2014 8:02 pm Post subject: |
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Yeah, I knew about manually running the script, I just thought it was a bit odd doing it that way.
Maybe add another assert helper function to validate the code point, something like assertValid(LUDO+001f8a6a,f3 0f 10 5d 08, "This script will not work for you")
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