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nez0nez How do I cheat?
Reputation: 0
Joined: 05 Jul 2024 Posts: 1
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Posted: Fri Jul 05, 2024 12:08 pm Post subject: Duke Nukem stealth mode |
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Hi all I am trying to find no enemy detection so the enemies don't notice me in duke 3d, I have checked for changes when the enemy is frozen (not seeing me), and when they see me they become active and shoot and then after a while go back to being frozen again, but checking for changed value isn't working, plenty of 0 values which look hopeful but freezing them doesn't work.
Any other ideas how i can find this?
Thanks
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luigimud Newbie cheater
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Joined: 04 Jul 2024 Posts: 10
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Posted: Sat Jul 06, 2024 1:25 am Post subject: |
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It sounds like you're on the right track by trying to identify and manipulate the values related to enemy detection in Duke Nukem 3D. Since freezing the values you found didn't work, I would start with searching for Boolean Flags:
Sometimes, games use simple boolean flags (0 or 1) to indicate states like "enemy sees player" or "enemy is active." Instead of looking for values that change when enemies become active, try searching for values that toggle between 0 and 1 when you are detected and undetected.
Start the game and pause when enemies are not detecting you.
Perform an initial scan for the value 0.
Let an enemy detect you and then pause the game again.
Perform a next scan for the value 1.
Repeat this process to narrow down the possible addresses.
Alternatively look for Health or Status Modifiers:
Sometimes, enemy detection might be tied to health or status modifiers. For example, if an enemy's health or status changes when they detect you, you can try searching for these changes.
What comes to my mind as well is to search for the enemy's health value.
Observe if there are any changes when the enemy detects you. If you find a related value, try freezing or modifying it to see if it affects detection.
Last, I would use Debugging and Breakpoints (personally not there yet):
If you're comfortable with more advanced techniques, you can use Cheat Engine's debugging tools to set breakpoints and observe what happens in the game's code when an enemy detects you.
Observe the call stack and registers to understand what values are being checked or modified, then modify these values or the code path to prevent detection.
Would someone kindly elaborate on how to check for AI State Variables: (my guess is those are more complex than simple boolean flags and could involve multiple states e.g., idle, alert, attacking)
I modified a script I used earlier - might help you automate some of these searches:
lua
function findEnemyDetection()
local initialScan = 0
local detectionScan = 1
-- Perform initial scan for undetected state
scanForValue(initialScan)
-- Trigger enemy detection in-game
-- Perform next scan for detected state
scanForValue(detectionScan)
-- Analyze results and freeze potential addresses
analyzeAndFreezeResults()
end
function scanForValue(value)
-- Perform a scan for the given value
-- This is a placeholder function, implement the actual scan logic
print("Scanning for value: " .. value)
end
function analyzeAndFreezeResults()
-- Analyze scan results and freeze potential addresses
-- This is a placeholder function, implement the actual analysis and freezing logic
print("Analyzing and freezing results")
end
-- Run the function to find enemy detection values
findEnemyDetection()
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Csimbi I post too much
Reputation: 97
Joined: 14 Jul 2007 Posts: 3337
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Posted: Mon Jul 08, 2024 5:20 am Post subject: |
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Boolean values are usually stored as bytes.
However, states are usually flags - bits - even in modern games, not bytes.
So the 0 and 1 iteration most likely won't work.
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jonboy999 Newbie cheater
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Joined: 21 Oct 2023 Posts: 20
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Posted: Wed Jul 10, 2024 4:05 am Post subject: |
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| I did find this in the end thanks guys but i couldnt double post, I did it in the end by noticing that animations are stored in a variable for the enemies, I nopped something around the writing of this and now they still get triggered if i go near them into the searching animation but they don't notice me directly
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