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LUACALL to speedhack is ignoring jump conditions from AA?

 
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AiurOscar
How do I cheat?
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Joined: 05 Aug 2021
Posts: 1

PostPosted: Thu Aug 05, 2021 6:46 pm    Post subject: LUACALL to speedhack is ignoring jump conditions from AA? Reply with quote

I'm trying to dynamically adjust the game speed based off of some address values, but the latest LUACALL is being triggered regardless of the jump conditions. It's triggered as soon as I press ok on the script

It's probably something stupid i'm doing on my end, but does anyone know why this is happening or a way around it?

I've tested with some generic value settings and this only seems to affect the luacalls..

Code:


define(address,"SKPeachBall.exe"+11A354)
define(bytes,43 8B 44 10 6C)

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat

 
 
assert(address,bytes)
alloc(newmem,$1000,"SKPeachBall.exe"+11A354)

label(code)
label(return)
label(test1)
label(test2)
label(test3)

newmem:

code:
  mov eax,[r8+r10+6C]
  cmp eax,50
  jl test1
  je test2
  jg test3
  jmp return

test1:
//mov eax,1
LUACALL(speedhack_setSpeed(1.0))
jmp return
test2:
mov eax,2
jmp return
test3:
LUACALL(speedhack_setSpeed(2.0))
//mov eax,3
jmp return


address:
  jmp newmem
return:

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
address:
  db bytes
  // mov eax,[r8+r10+6C]

dealloc(newmem)
LUACALL(speedhack_setSpeed(1.0))
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TheyCallMeTim13
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Joined: 24 Feb 2017
Posts: 976
Location: Pluto

PostPosted: Thu Aug 05, 2021 7:51 pm    Post subject: Reply with quote

The lua only gets called once when you enable the script, so both run and the last one will be what holds tell you run the lua call again. You need to setup a lua timer or thread to do something like this, or find the address for the speedhack variable.
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ParkourPenguin
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Joined: 06 Jul 2014
Posts: 4300

PostPosted: Fri Aug 06, 2021 1:19 am    Post subject: Reply with quote

Related topic:
https://forum.cheatengine.org/viewtopic.php?p=5772389#5772389

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