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happyreadygo Advanced Cheater
Reputation: 1
Joined: 14 Sep 2011 Posts: 87
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Posted: Sat Jan 14, 2012 9:50 pm Post subject: problem with redundant trainer option . (CE trainer) |
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Hello ,everybody
I sucessfully create my trainer at full functional.
but one thing problem.
the trainer need to enable hack before every option( it ll be crash if not). the options are very redundant(for good pratice is we shouldn't duplicate code)
for example.
hotkey effect
alt+1 enable hack
alt+1 add money
alt+2 enable hack(duplicate)
alt+2 add speed
alt+2 add HP
alt+3 enable hack(duplicate again)
alt+3 xxxx
alt+4 enable hack(..)
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what i think is if I turn on enable hack at the trainer start.
or disable and hide others option before enable hack option is on.
but i don't know how.
or can we conbind the options with same hotkey.
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Dark Byte Site Admin
Reputation: 474
Joined: 09 May 2003 Posts: 25952 Location: The netherlands
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Posted: Sat Jan 14, 2012 10:45 pm Post subject: |
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I take it the add XXX entries are just hotkeys for memoryrecords right ? (No special script, or something you toggle on/off)
The easiest method is declaring the "onOpenProcess" function and in there enable the cheats:
e.g:
| Code: |
function onOpenProcess(processid)
reinitializeSymbolhandler() --important to call this
--here either call autoAssemble([[yourscript]]) or
--mr=addresslist_getMemoryRecordByDescription(getAddressList(),"Description of Record with hack script")
--memoryrecord_freeze(mr)
end
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Note though that when a process has just opened it sometimes happens that the affected code has not be loaded just yet (dll's, JIT, etc...)
In those cases you need to create a timer that enables the script and only on successful enabling make the functions available to the users. (and disable the timer)
Alternatively, you could use
| Code: |
createHotkey("functionname", key1, key2, key3,...)
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And in "functionname" always enable the script if it has to be enabled
Multiple hotkeys can be assigned to the same function, and the same hotkey can be used by cheat entry tables (Note that table hotkeys execute their action before lua hotkeys...)
There are lots of other methods as well (like doing the add using a createHotkey as well...)
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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: Sun Jan 22, 2012 2:19 pm Post subject: |
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personally, I'm not enabling cheats inside onOpenProcess.
I'm using this after "generate trainer from table":
| Code: | addresslist=getAddressList()
RequiredMemrec=addresslist_getMemoryRecordByID(addresslist,7)
-- note, RequiredMemrec points to cheat table AA script without hotkey
-- and it is required for other scripts(cheats)
-- it can contain registered symbols
-- it this case, required script is 7th cheat entry (it's ID is 7)
-- alternatively you can give it a description "RequiredMemrec" (or "MainScript", "MasterScript"):
-- RequiredMemrec = addresslist_getMemoryRecordByDescription(addresslist, 'RequiredScript')
(....) -- autogenerated code (other addresslist_get... and etc.), or your code
processOpened=false
function onOpenProcess(processid)
processOpened=true
end
function onHotkey0(Hotkey)
if processOpened then
if ( memoryrecord_isActive(RequiredMemrec) == false ) then
memoryrecord_freeze(RequiredMemrec)
end
if memoryrecord_isActive(RequiredMemrec) then
(....) -- your AA code. Or other things: writeFloat, writeByte, (etc.) with registered symbols
cheatcomponent_setActive(CETrainer_CHEAT0, true, 1500)
beep()
end
end
end
memoryrecordhotkey_onHotkey(memrec0_hotkey0,onHotkey0) |
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