Posted: Mon Dec 07, 2015 12:28 am Post subject: Detect Decoy and/or health via Cheat Engine?
Relatively simple setup:
This is a client + server game. I don't know what the client knows.
1. The game is a base attack game.
2. The rounds are one-try only but the time limit is very soft.
3. I don't know if the memory values or anything are the same between rounds.
4. Your main goal is to destroy a specific unit.
5. That unit is well defended.
6. There are usually decoy units.
7. The decoy units reveal themselves to be false when you near them.
8. The decoy units 85% of the time have more health than the real units.
What I'm trying to do:
Option 1:
Get the health value of all of the possible units. This will give me a solid success rate most of the time. It's wrong sometimes (people sometimes give this unit extra health but there's no reason to because the other choices are better so most people choose the better choice because obvious).
Option 2:
Get the upgrade choice of the unit. I don't know how this would work but if the unit has X or Y upgrade (the two that everyone chooses) it can't be a decoy.
Option 3:
Get the value or id or something of the units. I don't know how this would work but theoretically there has to be a variable saying what each unit is so that the game knows.
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Then somehow make that data known. I'd prefer to draw it in numbers above the unit if possible.
I'm new to cheat engine. I know how to do some pretty simple stuff like infinite health, ammo, ect. in offline games; but I don't know how to do anything in this scenario because:
1. It's not just a single entity's health I'm looking at.
2. The entities change; they're destroyed and created.
3. I don't want to be detected. Offline that's not a problem.
4. I can't just step by step run through the game that I know of.
5. I don't know how to get values that don't change and whatnot.
I'm looking through tutorials and a bunch of stuff. I hope to have this figured out relatively soon (within the week) but hoped that posting here might give me a headstart. I have some minor programming knowledge and am willfully inclined.
Posted: Mon Dec 07, 2015 9:54 am Post subject: Re: Detect Decoy and/or health via Cheat Engine?
Travistyse wrote:
1. It's not just a single entity's health I'm looking at.
2. The entities change; they're destroyed and created.
Generally, you could solve this by finding some area of memory that stores pointers to the entities sequentially (i.e. an array of pointers). Then, just use Lua to make a timer that loops through that list of pointers, updating your table as the entities are created and destroyed.
Travistyse wrote:
3. I don't want to be detected. Offline that's not a problem.
So long as you don't change any data, you probably won't be detected. If the game has some anti-debugging measures in place, you can try enabling the VEH debugger (that works on some games w/ anti-debugging stuff).
Travistyse wrote:
5. I don't know how to get values that don't change and whatnot.
That just comes from experience. If you can debug the game, it becomes easier if you understand assembly pretty well.
But I don't think you need to. If you can find the current health of a unit, then that's good enough. Find some pointer to it that has other pointers to other enemies stored around it. Try to find a static base pointer, but it could also be dynamic; you'll just have to be creative in finding it if you can't modify any memory.
So, an example of a simple pointer path could look like this:
baseP (static) -> arrayOfUnits -> unitStructures
... where you can derive a unit's health from some offset in the unit structure.
If you don't know what a structure is, here's a tutorial on that. _________________
I don't know where I'm going, but I'll figure it out when I get there.
Posted: Tue Dec 08, 2015 2:16 am Post subject: Re: Detect Decoy and/or health via Cheat Engine?
[quote="ParkourPenguin"]
Travistyse wrote:
-snip-
You're the best! And thanks for the link I very much appreciate it (was about to look it up but after a re-reading of your post I realized that I'd somehow mistaken the link as part of your sig). I'll update this thread when I solve this "problem" in order to add a +1 to the list of newbies that ask questions, get solid answers, and then -don't- disappear.
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