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hagamablabla Newbie cheater
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Joined: 11 Nov 2013 Posts: 17
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Posted: Tue Dec 23, 2014 12:08 pm Post subject: Help fixing table |
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Hey guys, I've got some problems with a table made by someone else. I've tried looking into how to fix it, but I think it's more complicated than I first thought.
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//=========================================
// Definitions
define(LUDO,"ctgw.exe")
//=========================================
alloc(MyCode,4096,LUDO)
//=========================================
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My problem is with the the last line where the alloc is. I did some searching and found that it's only supposed to have the first two inputs. However, I'm not sure how to go about fixing this, since simply removing it doesn't fix the problem.
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mgr.inz.Player I post too much
Reputation: 222
Joined: 07 Nov 2008 Posts: 4438 Location: W kraju nad Wisla. UTC+01:00
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Posted: Tue Dec 23, 2014 6:34 pm Post subject: |
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alloc can have two or three arguments.
You have problem with editing above script?
"Not all code is injectable. (...) Failure determining what ctgw.exe means. (...)"
The problem you have, it happens because you didn't attach CE to ctgw.exe process.
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hagamablabla Newbie cheater
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Joined: 11 Nov 2013 Posts: 17
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Posted: Tue Dec 23, 2014 9:25 pm Post subject: |
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I had to select the exe in order to have the script activate at all. Does attach mean something else here?
Also for reference, here's the table.
/viewtopic.php?p=5568163
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mgr.inz.Player I post too much
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Joined: 07 Nov 2008 Posts: 4438 Location: W kraju nad Wisla. UTC+01:00
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Posted: Wed Dec 24, 2014 6:13 am Post subject: |
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Quote: | I had to select the exe in order to have the script activate at all |
Yes. That's how things work. Also, when editing AA script.
You can not activate above AA script before attaching CE to game process.
If you want to change AA script or check for errors (open script and close it by clicking on OK button) you better attach CE to game process.
"select the exe", "open process", "attach CE to process" - it is the same thing.
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kik4444 Expert Cheater
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Joined: 07 Sep 2013 Posts: 120 Location: Bulgaria
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Posted: Wed Dec 24, 2014 7:10 am Post subject: |
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Technically, you can still finish the script even if the .exe is not attached, but you'll get an error cause CE won't understand the part of the script where it says what it's attached to, cause it ISN'T attached to anything, but you can ignore than and still finish it cause you know that that part of the script is correct. That's what I always do when I decide to edit a part of my script without having to start the actual game JUST so CE will understand the exe part of the script.
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mgr.inz.Player I post too much
Reputation: 222
Joined: 07 Nov 2008 Posts: 4438 Location: W kraju nad Wisla. UTC+01:00
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Posted: Wed Dec 24, 2014 10:51 am Post subject: |
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kik4444 wrote: | and still finish it cause you know that that part of the script is correct. |
I do not recommend that. hagamablabla is a beginner.
@hagamablabla, CheatEngine's AA script editor doesn't have advanced mechanism known from other IDE (like IntelliSense from Visual Studio). Also, "syntax checker" (parser/interpreter) doesn't show all errors at once. You have to fix them one by one.
Better do not use "shortcuts" when you are still learning.
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hagamablabla Newbie cheater
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Joined: 11 Nov 2013 Posts: 17
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Posted: Wed Dec 24, 2014 6:39 pm Post subject: |
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Thanks for the help guys. I guess the problem is something else then, since the table still doesn't work...
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Dark Byte Site Admin
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Joined: 09 May 2003 Posts: 25791 Location: The netherlands
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Posted: Wed Dec 24, 2014 7:06 pm Post subject: |
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it's most likely the assert's and AOB's
one easy tip:
just execute the whole script in the auto assembler instead of just tring to tick it. It will tell you why it failed (and make sure you're attached to the game)
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hagamablabla Newbie cheater
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Joined: 11 Nov 2013 Posts: 17
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Posted: Wed Dec 24, 2014 10:04 pm Post subject: |
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Yeah, that seems to be the problem. When I execute it in the auto assembler, it gives this error:
The array of byte named aobFHFN could not be found.
It's the last AOBScan for the version check. I tried removing that line and moving the "registering symbols" section above the "luacheck" section, but I guess the syntax for this is different from what little I know.
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