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Transfering address from debugger
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Darcon2k
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PostPosted: Fri Feb 13, 2015 10:57 am    Post subject: Transfering address from debugger Reply with quote



Last edited by Darcon2k on Thu Mar 26, 2015 9:57 am; edited 3 times in total
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hhhuut
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PostPosted: Fri Feb 13, 2015 3:27 pm    Post subject: Reply with quote

If I understand you right, a regular Code Injection should work just well here...
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Darcon2k
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PostPosted: Fri Feb 13, 2015 3:31 pm    Post subject: Reply with quote



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hhhuut
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PostPosted: Fri Feb 13, 2015 3:42 pm    Post subject: Reply with quote

I'd recommend you to do the injection where the game gets the xmm0 value...
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Darcon2k
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PostPosted: Fri Feb 13, 2015 8:07 pm    Post subject: Reply with quote



Last edited by Darcon2k on Thu Mar 26, 2015 9:57 am; edited 2 times in total
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hhhuut
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PostPosted: Sat Feb 14, 2015 5:02 am    Post subject: Reply with quote

push #30000

Put this before your own code
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Darcon2k
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PostPosted: Sat Feb 14, 2015 6:15 am    Post subject: Reply with quote



Last edited by Darcon2k on Thu Mar 26, 2015 9:57 am; edited 2 times in total
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++METHOS
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PostPosted: Sat Feb 14, 2015 12:53 pm    Post subject: Reply with quote

Don't use a timer. Instead, try to find something that you can compare against, that will tell you when the enemy has spawned (such as a health value or something). I would start by looking in the data structure for hostility...surely, you will find something in there that changes after the enemy spawns.
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Darcon2k
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PostPosted: Sat Feb 14, 2015 2:52 pm    Post subject: Reply with quote



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PostPosted: Sat Feb 14, 2015 9:14 pm    Post subject: Reply with quote

You don't have to use any other injection point/instruction. Study the last step of the CE tutorial covering data structure dissection.
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hhhuut
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PostPosted: Sun Feb 15, 2015 10:20 am    Post subject: Reply with quote

Yeah, perhaps you'll find a zero-pointer within the structure that will get a valid value as soon as the npc has spawned correctly...
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Darcon2k
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PostPosted: Sun Feb 15, 2015 11:28 am    Post subject: Reply with quote



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hhhuut
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PostPosted: Sun Feb 15, 2015 1:42 pm    Post subject: Reply with quote

Do you know about the "Dissect Data"-Option in CE? That one should solve your problem ...
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Darcon2k
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PostPosted: Sun Feb 15, 2015 5:31 pm    Post subject: Reply with quote



Last edited by Darcon2k on Thu Mar 26, 2015 9:58 am; edited 2 times in total
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hhhuut
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PostPosted: Sun Feb 15, 2015 7:47 pm    Post subject: Reply with quote

He just subtracts the offset. In your case you have to add -20 after the address.

To the dissect: You mentioned that the npc address shows up in the debugger shortly before the npc really spawns, right?
So when you get an address in the debugger then pause the game before the npc spawns. Dissect the address (think about the -20) and i.e. save a Screenshot.
Then return to the game and resume it. When the npc now is spawned pause the game again and now compare the values in the dissect Window (they update themselves automatically, so you don't need a second dissect window) to the ones you saved in the Screenshot.
If you find changes (e.g. A value that changed from 0 to 1 or a pointer which was 00000000 before and now points to a structure) then repeat this procedure until you can be sure that the value changes at every npc spawned. Later on you can put this as a compare into your script...
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