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jonboy999 Newbie cheater
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Joined: 21 Oct 2023 Posts: 20
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Posted: Tue Dec 05, 2023 10:05 am Post subject: Make a gun fully auto |
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Hi all, how do i make a gun fully auto, i have found rapid fire and no spread in half life alyx so i can shoot the shotgun rapidly but it doesnt auto fire when i hold the button which I want.
This game actually seems to have separate functions and memory for each gun, so it seems a separate function for the shoot function on each gun, any ideas? |
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++METHOS I post too much
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Joined: 29 Oct 2010 Posts: 4197
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Posted: Tue Dec 05, 2023 10:19 am Post subject: |
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So you managed to find no spread, then? |
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jonboy999 Newbie cheater
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Joined: 21 Oct 2023 Posts: 20
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Posted: Tue Dec 05, 2023 3:34 pm Post subject: |
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++METHOS wrote: | So you managed to find no spread, then? |
I did, but only for the smg as that is an increasing value the longer you fire, struggling to find shotgun and pistol though as I am guessing they are just a static value of spread per shot rather than increasing over time? Any ideas on how to find that?
Half life alyx is strange as none of the code shares between guns, i think because there is only 3 guns they must have coded each one separately so each gun has its own rapid fire, no recoil, infinite ammo code and addresses.
And yes the other issue is making the gun fully auto as I have rapid fire shotgun and pistol (meaning it will fire as fast as i can pull the trigger) but I want them to fire fully auto like the smg, but again its tricky as they have separate fire functions. |
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TsTg Master Cheater
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Joined: 12 Dec 2012 Posts: 340 Location: Somewhere....
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Posted: Tue Dec 05, 2023 4:32 pm Post subject: |
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usually the same idea is to be applied when it comes to the slow/semi-auto weapons like the shotguns or pistols, maybe the delay value is not actually increasing one, maybe it's some zero/one flag, etc
i never played the game before, but you could try to slow it with SpeedHack, start a game, search for a unknown value, fire a shot and pause the game before the shooting animation ends, search for changed value, go back to game, let the animation ends and search again for changed value, and take it from there. |
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++METHOS I post too much
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Joined: 29 Oct 2010 Posts: 4197
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Posted: Tue Dec 05, 2023 6:23 pm Post subject: |
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jonboy999 wrote: | ++METHOS wrote: | So you managed to find no spread, then? | I did | -That's great. Just as a matter of etiquette, though, it's good to update your thread(s) to let everyone know, especially those that took the time to help you. It's not only beneficial for those that are looking for similar information, but it's also beneficial for those that are trying to assist you because it provides additional confirmation to what they are saying and what they have previously encountered. The data is useful, and it's just common courtesy to say thanks when someone helps you.
With that out of the way, regarding full-auto, this can take on different forms. Some games may simply have a boolean for this. Just as one example, 0 for default (single-shot), 1 for fully-auto and 2 for explosive etc.. You may find this value in a relative data structure.
There is also a timer that is usually placed on weapons, so that when you fire a shot, there is a cool-down that occurs before you can fire a shot again. If you find this value (usually float type), and manipulate it so that the timer is always 0, for example, then you can fire the shotgun as fast as you want. Depending on the game, you may need to press the fire key repeatedly (it really depends on the game). If the fire key needs to be repeatedly pressed, then this would be considered more of a rapid-fire feature, not full-auto. Many games will treat rapid/quick fire and full-auto as separate values. But you should be able to find both.
You will want to look inside the data structure(s). If you found spread, then rapid fire may be close by. Same with the above, if you found the cool-down timer for firing a shot, then you will definitely want to look at the data structure for that. You may need to revise the auto-generated structure that CE provides. One way to do this is by ensuring that everything is 4byte-aligned and that there are no missing addresses. Then, you can batch-alter the element or data type to be float (as one example).
Regarding spread for shotguns and pistols, the value may or may not be static. If you can aim (even though there is no reticle), and aiming increases your accuracy (vs. hip-firing, for example), then you can use that. Just search in a similar way as you did with the other. In most games, the reticle boundaries will become smaller as you aim, and then expand back as you release the aim key. This may happen quickly, so you may need to slow the process down and use the freeze option during scans etc.. Once found, simply locking the values to 0 will work in most cases.
Hope that helps. |
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jonboy999 Newbie cheater
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Joined: 21 Oct 2023 Posts: 20
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Posted: Thu Dec 07, 2023 2:40 pm Post subject: |
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++METHOS wrote: | jonboy999 wrote: | ++METHOS wrote: | So you managed to find no spread, then? | I did | -That's great. Just as a matter of etiquette, though, it's good to update your thread(s) to let everyone know, especially those that took the time to help you. It's not only beneficial for those that are looking for similar information, but it's also beneficial for those that are trying to assist you because it provides additional confirmation to what they are saying and what they have previously encountered. The data is useful, and it's just common courtesy to say thanks when someone helps you.
With that out of the way, regarding full-auto, this can take on different forms. Some games may simply have a boolean for this. Just as one example, 0 for default (single-shot), 1 for fully-auto and 2 for explosive etc.. You may find this value in a relative data structure.
There is also a timer that is usually placed on weapons, so that when you fire a shot, there is a cool-down that occurs before you can fire a shot again. If you find this value (usually float type), and manipulate it so that the timer is always 0, for example, then you can fire the shotgun as fast as you want. Depending on the game, you may need to press the fire key repeatedly (it really depends on the game). If the fire key needs to be repeatedly pressed, then this would be considered more of a rapid-fire feature, not full-auto. Many games will treat rapid/quick fire and full-auto as separate values. But you should be able to find both.
You will want to look inside the data structure(s). If you found spread, then rapid fire may be close by. Same with the above, if you found the cool-down timer for firing a shot, then you will definitely want to look at the data structure for that. You may need to revise the auto-generated structure that CE provides. One way to do this is by ensuring that everything is 4byte-aligned and that there are no missing addresses. Then, you can batch-alter the element or data type to be float (as one example).
Regarding spread for shotguns and pistols, the value may or may not be static. If you can aim (even though there is no reticle), and aiming increases your accuracy (vs. hip-firing, for example), then you can use that. Just search in a similar way as you did with the other. In most games, the reticle boundaries will become smaller as you aim, and then expand back as you release the aim key. This may happen quickly, so you may need to slow the process down and use the freeze option during scans etc.. Once found, simply locking the values to 0 will work in most cases.
Hope that helps. |
Thanks mate still struggling with the pistol and shotgun spread as there is no difference between aiming and not aiming in VR, but i think a lot of the functions share the same code so going to try tracking it down that way. |
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