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		| TheyCallMeTim13 Wiki Contributor
 
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				|  Posted: Sat Mar 10, 2018 1:02 pm    Post subject: I2 CE Teleporter |   |  
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				| I2 CE Teleporter
 
 
 
 A CE Lua Teleporter module.
 
 
 
 Version: 1.0.9
 
 
 The Doc String.
 
  	  | Code: |  	  | --[====================================================================================================================[ 
 I2 Cheat Engine Teleporter
 
 
 Version: 1.0.9
 1.0.1:
 * Initial setup.
 1.0.2:
 * Fixed saves memory record creation error.
 * Fixed memory record append on existing memory records.
 * Added "delete" and "rename" functions.
 1.0.3:
 * Added Teleport Back Feature. Back values are saved in "writeToCoords".
 * Added optional camera rotation angle (Pitch, Yaw).
 Not used; if "ptrI2CETeleporterCamRotationAngle" is "nil" or 0 (zero),
 Not used; if "Pitch" and "Yaw" are not found in save,
 * Fixed default line end, changed to '\n'.
 1.0.4:
 * Added optional player rotation angle (set from camera rotation angle).
 Not used; if "ptrI2CETeleporterPlayerRotationAngle" is "nil" or 0 (zero).
 Not used; if "ptrI2CETeleporterCamRotationAngle" is "nil" or 0 (zero),
 Not used; if "Pitch" and "Yaw" are not found in save,
 * Added "Debug" section to main memory records.
 * Added "WarnForNoSavesTableFile" setting.
 * Added "FlagPointerSymbol" to work with injected writes for the teleporter.
 1.0.5:
 * First release.
 1.0.6:
 * Fixed Auto Load to check for an attached process.
 1.0.7:
 * Fixed bug in delete save function, where save name was being cleared on the request (first call).
 1.0.8:
 * Fixed save name and new save name memory not getting allocated if auto allocate was false.
 1.0.9:
 * Fixed error with "getAddress" needing to be "getAddressSafe".
 
 
 
 Author: TheyCallMeTim13
 
 
 
 Features:
 - Set an auto allocated pointer "ptrI2CETeleporterCoord" (user symbol),
 or "CoordPointerSymbol" (setting) can be set to a string used to get the address.
 
 - A timer is used for writing to coordinates and rotation angle, just writes multiple times for a second.
 
 - Writes to coordinates using a saved file with names for lookup.
 - Optionally writes to camera pitch and yaw, and player yaw.
 Note: Only camera pitch and yaw, is read and saved.
 
 - When writing to the coordinates a flag is set "flgI2CETeleporter" (user symbol),
 or "FlagPointerSymbol" (setting) can be set to a byte flag address/symbol string.
 
 This allows for injection based teleport writes, just set "CoordPointerSymbol"
 to allocated memory (i.e.: X @+0, Y @+4, Z @+8) to read from after byte flag is set to 1.
 - Same for camera rotation angle, but byte flag is offset by +1.
 
 - Includes a function ("generateMemoryRecords") to generate "Teleport to: ??" scripts,
 that are added to a "Saves" grouped section (memory record).
 Note: Memory records are looked up using the description, so duplicates aren't made,
 but if the description is changed then a new one will be generated.
 
 - I got these, Cheese Buggers Man!
 
 - Includes a "Helpers" and "Debug" sections in the default memory records that are generated.
 
 - A generate memory records script is included in the helpers section.
 
 - A rename save section is included in the helpers section.
 Note: Only renames the save; new "teleport to" scripts will need to be generated,
 and old "teleport to" scripts removed (manually).
 
 - A delete save script is included in the helpers section.
 - the script first requests a save (save name) to be deleted
 and is only deleted the second time it is enabled.
 
 - Delete function first requests a save to be deleted and is only deleted on second call,
 unless force equates to true.
 
 
 Getting Started:
 
 Symbols: Must be set:
 "ptrI2CETeleporterCoord" (with a base address),
 i.e.: "mov [ptrI2CETeleporterCoord],***" (ASM)
 or I2CETeleporter.CoordPointerSymbol (with a symbol/address string).
 i.e.: "I2CETeleporter.CoordPointerSymbol = 'ptrCoordHook'" (Lua)
 
 Symbols: Optionally set:
 "ptrI2CETeleporterCamRotationAngle" (with a base address),
 or "I2CETeleporter.CamRotationAnglePointerSymbol" (with a symbol/address string).
 
 "ptrI2CETeleporterPlayerRotationAngle" (with a base address),
 or "I2CETeleporter.PlayerRotationAnglePointerSymbol" (with a symbol/address string).
 Note: Only "Yaw" is set using camera yaw.
 
 "ptrI2CETeleporterWayPoint" (with a base address),
 or "I2CETeleporter.WayPointPointerSymbol" (with a symbol/address string).
 
 Offsets: Optionally set:
 "I2CETeleporter.Xoffset" (default: 0)
 "I2CETeleporter.Yoffset" (default: 4)
 "I2CETeleporter.Zoffset" (default: 8)
 
 "I2CETeleporter.WayXoffset" (default: 0)
 "I2CETeleporter.WayYoffset" (default: 4)
 "I2CETeleporter.WayZoffset" (default: 8)
 
 "I2CETeleporter.PlayerYawOffset" (default: 0)
 "I2CETeleporter.CamPitchOffset" (default: 0)
 "I2CETeleporter.CamYawOffset" (default: 4)
 
 Adjusters: Optionally set:
 "I2CETeleporter.XaddOnWrite" (default: 0)
 "I2CETeleporter.YaddOnWrite" (default: 0)
 "I2CETeleporter.ZaddOnWrite" (default: 0)
 
 "I2CETeleporter.XaddOnRead" (default: 0)
 "I2CETeleporter.YaddOnRead" (default: 0)
 "I2CETeleporter.ZaddOnRead" (default: 0)
 
 "I2CETeleporter.WayXaddOnRead" (default: 0)
 "I2CETeleporter.WayYaddOnRead" (default: 0)
 "I2CETeleporter.WayZaddOnRead" (default: 0)
 
 
 Examples:
 Starter Example:
 Code (Lua):
 dofile([[E:\Where\Ever\The\Module\Is\I2CETeleporter.Lua]])
 I2CETeleporter.CoordPointerSymbol = '"Game.exe"+123ABC0'
 I2CETeleporter.Xoffset = 0x60
 I2CETeleporter.Yoffset = 0x64
 I2CETeleporter.Zoffset = 0x68
 ---- Comment out or remove after starter memory records are generated.
 I2CETeleporter.generateMemoryRecords()
 ---- END: Comment out or remove after starter memory records are generated.
 
 Example:
 Code (Lua):
 require 'I2CETeleporter'
 I2CETeleporter.AutoAllocate = false
 I2CETeleporter.CoordPointerSymbol = '[["Game.exe"+123ABC0]+10]+5D0'
 Example:
 Code (Lua):
 require 'I2CETeleporter'
 I2CETeleporter.AutoAllocate = false
 I2CETeleporter.CoordPointerSymbol = 'ptrCoordHook'
 
 Example:
 Code (Lua):
 require 'I2CETeleporter'
 I2CETeleporter.Xoffset = 0x60
 I2CETeleporter.Yoffset = 0x64
 I2CETeleporter.Zoffset = 0x68
 Code (ASM):
 ...
 mov [ptrI2CETeleporterCoord],rax
 ...
 Example:
 Code (Lua):
 require 'I2CETeleporter'
 Code (ASM):
 ...
 mov [ptrI2CETeleporterCoord],rax
 add [ptrI2CETeleporterCoord],60
 ...
 
 
 Call to generate starter memory records:
 
 "I2CETeleporter.generateMemoryRecords()"
 
 Note: Form then on you can use the "Generate Memory Records" in the "Helpers" section.
 
 
 
 Settings:
 Symbol Names:
 FlagPointerSymbol (default: 'flgI2CETeleporter')
 CoordPointerSymbol (default: 'ptrI2CETeleporterCoord')
 PlayerRotationAnglePointerSymbol (default: 'ptrI2CETeleporterPlayerRotationAngle')
 CamRotationAnglePointerSymbol (default: 'ptrI2CETeleporterCamRotationAngle')
 WayPointPointerSymbol (default: 'ptrI2CETeleporterWayPoint')
 SaveNameStringSymbol (default: 'strI2CETeleporterSaveName')
 NewSaveNameStringSymbol (default: 'strI2CETeleporterSaveNameNew')
 MainMemoryRecordDescription (default: '_[  I2CETeleporter  ]_')
 SavesMemoryRecordDescription (default: '_[  Saves  ]_' [translated])
 AutoLoad (default: true)
 AutoAllocate (default: true)
 AutoLoadAndSave (default: true)
 SavesFileName (default: 'I2CETeleporterSaves.txt')
 SavesFileAsTableFile (default: false)
 OverRideSaveMemoryRecords (default: false)
 AutoSaveSavesFile (default: true)
 WarnIfSavesTableFileNotFound (default: false)
 WriteToCoordsTimerInterval (default: 100)
 WriteToCoordsTimerTicksMax (default: 100)
 SetCamRotationAngleTimerInterval (default: 100)
 SetCamRotationAngleTimerTicksMax (default: 100)
 Xoffset (default: 0)
 Yoffset (default: 4)
 Zoffset (default: 8)
 XaddOnWrite (default: 0)
 YaddOnWrite (default: 0)
 ZaddOnWrite (default: 0)
 XaddOnRead (default: 0)
 YaddOnRead (default: 0)
 ZaddOnRead (default: 0)
 WayXoffset (default: 0)
 WayYoffset (default: 4)
 WayZoffset (default: 8)
 WayXaddOnRead (default: 0)
 WayYaddOnRead (default: 0)
 WayZaddOnRead (default: 0)
 PlayerYawOffset (default: 0)
 CamPitchOffset (default: 0)
 CamYawOffset (default: 4)
 SaveMemoryRecord (table)
 MainMemoryRecords (table)
 
 Symbol Addresses:
 FlagPointerAddress
 CoordPointerAddress
 PlayerRotationAnglePointerAddress
 CamRotationAnglePointerAddress
 WayPointPointerAddress
 SaveNameStringAddress
 NewSaveNameStringAddress
 
 Template Keys:
 - Keys to be used in script templates and memory record strings.
 format:
 ${TemplateKey}
 
 SaveName
 FlagPointerSymbol
 FlagPointerAddress
 CoordPointerSymbol
 CoordPointerAddress
 PlayerRotationAnglePointerSymbol
 PlayerRotationAnglePointerAddress
 CamRotationAnglePointerSymbol
 CamRotationAnglePointerAddress
 WayPointPointerSymbol
 WayPointPointerAddress
 SaveNameStringSymbol
 SaveNameStringAddress
 NewSaveNameStringSymbol
 NewSaveNameStringAddress
 Xoffset
 Yoffset
 Zoffset
 WayXoffset
 WayYoffset
 WayZoffset
 PlayerYawOffset
 CamPitchOffset
 CamYawOffset
 X
 Y
 Z
 WayX
 WayY
 WayZ
 CamPitch
 CamYaw
 
 
 ]====================================================================================================================]--
 | 
 
 
 
 Instructions: I2 CE Teleporter
 
 
 
 These are mostly just some steps to fallow, for those that are unsure where to go with this. But I have tried to set this up to work in a lot of ways so this isn't a complete list of ways to work with the module.
 
 Basic Instructions - Auto Allocate Enabled (default):
 This was always meant to be the lazy way, but I comes with it's own issues.
 
 
 Start a game that you have the player coordinates for, meaning you can freeze them and lock the player in place.
Attach to the game, and add this to at the top of the cheat table Lua script (Ctrl+Alt+L).
  	  | Code: |  	  | require 'I2CETeleporter' | 
 Now save the cheat table, then close Cheat Engine.
 Place the "I2CETeleporter.lua" in the same directory as the cheat table you just created.
 Now reopen the cheat table you just saved.
 Run the cheat table Lua script, and attach to the game.
 In an Auto Assembler injection script where you get the player coordinates.
 Add some thing like this:
 
  	  | Code: |  	  | ... //// Some where in the injection
 mov [ptrI2CETeleporterCoord],*** //// Change *** to the registry of the coordinates base.
 add [ptrI2CETeleporterCoord],0000 //// Change 0000 to the offset of the first aligned coordinate (i.e.: X coord. offset).
 ...
 | 
 Enable the injection script and let it run to set the coordinate base.
 Now open the Lua Engine window (Ctrl+m, then Ctrl+L), and put this in the input section and hit execute.
 
  	  | Code: |  	  | I2CETeleporter.generateMemoryRecords() | 
 You should have had some memory records added to the table, so just close the Lua engine window.
 Expand (enable) the "_[  I2CETeleporter  ]_" section.
 You should see a default save name of "Start Location". If you see "??" the memory was not allocated, try saving the tale and closing/reopening it and executed the Lua script manually (Ctrl+Alt+L, then hit the "Execute" button).
 Go to some place you want to save.
 Enter a unique name in the "Save Name" address (memory record).
 Enable the "Save Location" script, to save the current location with the current save name. You should see a "I2CETeleporterSaves.txt" file created in the same directory as the cheat table.
 Expand the "_[  Helpers - I2CETeleporter  ]_" section, and enable the "Generate Memory Records" script.
 Expand the "_[  Saves  ]_" section; and you should see a new "Teleport to: ****" script, use this to easally teleport to this save.
 Save table and create more saves, wreak havoc and what not.
 
 
 
 Basic Instructions - Auto Allocate Disabled:
 This was always meant to be the way to use this module. This is the recommended way to get started.
 
 
 Start a game that you have the player coordinates for, meaning you can freeze them and lock the player in place.
Attach to the game, and add this to at the top of the cheat table Lua script (Ctrl+Alt+L).
  	  | Code: |  	  | require 'I2CETeleporter' I2CETeleporter.AutoAllocate = false
 | 
 Now save the cheat table, then close Cheat Engine.
 Place the "I2CETeleporter.lua" in the same directory as the cheat table you just created.
 Now reopen the cheat table you just saved.
 Run the cheat table Lua script, and attach to the game.
 In an Auto Assembler injection script where you get the player coordinates.
 Add some thing like this:
 
  	  | Code: |  	  | ... [Enable]
 ...
 alloc(ptrCoord, 8)
 registerSymbol(ptrCoord)
 ...
 //// Some where in the injection
 mov [ptrCoord],*** //// Change *** to the registry of the coordinates base.
 ...
 {$lua}
 I2CETeleporter.CoordPointerSymbol = 'ptrCoord'
 I2CETeleporter.Xoffset = 0x?? ---- Change ?? to the offset of the X coordinate.
 I2CETeleporter.Yoffset = 0x?? ---- Change ?? to the offset of the Y coordinate.
 I2CETeleporter.Zoffset = 0x?? ---- Change ?? to the offset of the Z coordinate.
 {$asm}
 [Disable]
 ...
 unregisterSymbol(ptrCoord)
 dealloc(ptrCoord)
 ...
 | 
 Enable the injection script and let it run to set the coordinate base and offsets.
 Now open the Lua Engine window (Ctrl+m, then Ctrl+L), and put this in the input section and hit execute.
 
  	  | Code: |  	  | I2CETeleporter.generateMemoryRecords() | 
 You should have had some memory records added to the table, so just close the Lua engine window.
 Expand (enable) the "_[  I2CETeleporter  ]_" section.
 You should see a default save name of "Start Location". If you see "??" the memory was not allocated, try saving the tale and closing/reopening it and executed the Lua script manually (Ctrl+Alt+L, then hit the "Execute" button).
 Go to some place you want to save.
 Enter a unique name in the "Save Name" address (memory record).
 Enable the "Save Location" script, to save the current location with the current save name. You should see a "I2CETeleporterSaves.txt" file created in the same directory as the cheat table.
 Expand the "_[  Helpers - I2CETeleporter  ]_" section, and enable the "Generate Memory Records" script.
 Expand the "_[  Saves  ]_" section; and you should see a new "Teleport to: ****" script, use this to easally teleport to this save.
 Save table and create more saves, wreak havoc and what not.
 
 
 Working Examples:
 Metal Gear Solid 5 Phantom Pain Cheat Table
 Dying Light Cheat Table
 Dead Island DE Cheat Table
 
 Related Topics
 http://forum.cheatengine.org/viewtopic.php?t=607087
 
 
 
 
	
		
	 
		| Description: | 
			
				| I2 CE Teleporter v: 1.0.9 |  |  Download
 |  
		| Filename: | I2CETeleporter.lua |  
		| Filesize: | 60.47 KB |  
		| Downloaded: | 1900 Time(s) |  
 _________________
 
 
 Last edited by TheyCallMeTim13 on Sun Dec 19, 2021 2:14 am; edited 9 times in total
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		| XaneXXXX Expert Cheater
 
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 Joined: 29 Nov 2012
 Posts: 212
 
 
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				|  Posted: Sat Mar 10, 2018 3:45 pm    Post subject: |   |  
				| 
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				| Really awesome work! Congratz on the release!   
 This is not really a big deal since i don't really use the "save" function but the teleport to waypoint. But i tried to delete a save and it didn't seem to work. I might have done it wrong tho. I type in the name of the save i want to delete. Then i click on the "delete save" two times.In notepad++ it does something with the txt document since it says that it needs to reload. But the save is still in the document + in the CE table. Any idea?
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		| TheyCallMeTim13 Wiki Contributor
 
  Reputation: 51 
 Joined: 24 Feb 2017
 Posts: 976
 Location: Pluto
 
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				|  Posted: Sat Mar 10, 2018 4:11 pm    Post subject: |   |  
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				|  	  | XaneXXXX wrote: |  	  | ...i tried to delete a save and it didn't seem to work.... | 
 
 It was a bug in the script. I posted an update with a fix.
 _________________
 
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		| XaneXXXX Expert Cheater
 
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 Joined: 29 Nov 2012
 Posts: 212
 
 
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				|  Posted: Sat Mar 10, 2018 4:19 pm    Post subject: |   |  
				| 
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				|  	  | TheyCallMeTim13 wrote: |  	  |  	  | XaneXXXX wrote: |  	  | ...i tried to delete a save and it didn't seem to work.... | 
 
 It was a bug in the script. I posted an update with a fix.
 | 
 
 Great! Cheers
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		| XaneXXXX Expert Cheater
 
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 Joined: 29 Nov 2012
 Posts: 212
 
 
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				|  Posted: Sun Mar 11, 2018 12:44 pm    Post subject: |   |  
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				| Hello again! I looked through the lua code and realized that there is a lot of code there.. So I'm curious, how long have you been working on this? And what made you to think of this?   |  |  
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		| TheyCallMeTim13 Wiki Contributor
 
  Reputation: 51 
 Joined: 24 Feb 2017
 Posts: 976
 Location: Pluto
 
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				|  Posted: Sun Mar 11, 2018 1:27 pm    Post subject: |   |  
				| 
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				|  	  | XaneXXXX wrote: |  	  | Hello again! I looked through the lua code and realized that there is a lot of code there.. So I'm curious, how long have you been working on this? And what made you to think of this?  | 
 
 I think for a about 4 or 5 weeks. Mostly I just like module based code, DRY code and what not. And I always seem to (try to) add a teleporter to my tables. I actually did some thing similar with pure ASM with save names; but no save file or helpers, and it's a mess and I did it just to see if I could.
 
 EDIT:
 That and manually saving coordinates and adding "Teleport to: ??" scripts, kinda sucked and changes where even worse. So I never actually had very many coordinates saved for my teleporters just what I needed to test, but with this I find it a lot easier and so I actually save coordinates.
 _________________
 
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		| XaneXXXX Expert Cheater
 
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 Joined: 29 Nov 2012
 Posts: 212
 
 
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				|  Posted: Wed Mar 14, 2018 8:06 am    Post subject: |   |  
				| 
 |  
				|  	  | TheyCallMeTim13 wrote: |  	  |  	  | XaneXXXX wrote: |  	  | Hello again! I looked through the lua code and realized that there is a lot of code there.. So I'm curious, how long have you been working on this? And what made you to think of this?  | 
 
 I think for a about 4 or 5 weeks. Mostly I just like module based code, DRY code and what not. And I always seem to (try to) add a teleporter to my tables. I actually did some thing similar with pure ASM with save names; but no save file or helpers, and it's a mess and I did it just to see if I could.
 
 EDIT:
 That and manually saving coordinates and adding "Teleport to: ??" scripts, kinda sucked and changes where even worse. So I never actually had very many coordinates saved for my teleporters just what I needed to test, but with this I find it a lot easier and so I actually save coordinates.
 | 
 
 Sorry for the late answer. I see, yeah before this i just found the coordinates, went to the important locations and saved them to a hotkey haha.
 
 I was wondering, If i wanted to make a trainer out of this, How would i go about it? Do i need to include some files etc and if so how? Thanks again!
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		| TheyCallMeTim13 Wiki Contributor
 
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 Joined: 24 Feb 2017
 Posts: 976
 Location: Pluto
 
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				|  Posted: Wed Mar 14, 2018 11:24 am    Post subject: |   |  
				| 
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				|  	  | XaneXXXX wrote: |  	  | ...I was wondering, If i wanted to make a trainer out of this, How would i go about it? Do i need to include some files etc and if so how? Thanks again! | 
 
 
 Really just the teleporter module it self.
 
 But to be able to use it as a table file, I use this code:
 
  	  | Code: |  	  | -------- -------- CE Table Require
 --------
 local TableLuaFilesDirectory = 'luaFiles'
 function CETrequire(moduleStr)
 if moduleStr ~= nil then
 local localTableLuaFilePath = moduleStr
 if TableLuaFilesDirectory ~= nil or TableLuaFilesDirectory ~= '' then
 local sep = package.config:sub(1,1)
 localTableLuaFilePath = TableLuaFilesDirectory .. sep .. moduleStr
 end
 local f, err = io.open(localTableLuaFilePath .. '.lua')
 if f and not err then
 f:close()
 return require(localTableLuaFilePath)
 else
 local tableFile = findTableFile(moduleStr .. '.lua')
 if tableFile == nil then
 return nil
 end
 local stream = tableFile.getData()
 local fileStr = nil
 local bytes = stream.read(stream.Size)
 for i = 1, #bytes do
 if fileStr == nil then
 fileStr = ''
 end
 fileStr = fileStr .. string.char(bytes[i])
 end
 if fileStr then
 return assert(loadstring(fileStr))()
 end
 end
 end
 return nil
 end
 CETrequire('I2CETeleporter')
 -- CETrequire('I2CETableCEA')
 -- CETrequire('SomeLuaModuleStoredAsTableFile')
 -- SomeLuaModuleStoredAsTableFile.printTest() -- Just some examples.
 | 
 This is a template from my Lua templates extension.
 Just put this in the table Lua code. And this can even be trimmed to only look for table files, looking for local files first is for updating/debugging.
 
 Then you can use the "Save name" string, and call "I2CETeleporter.teleport()", or you can pass a save name "I2CETeleporter.teleport('Some saved location')" (same with "I2CETeleporter.save()"). And then there is just write to coordinates (required: "I2CETeleporter.writeToCoords(x, y, z)", optional: "I2CETeleporter.writeToCoords(x, y, z, cP, cY)"). And don't forget about "I2CETeleporter.teleportBack()", which is updated when using either teleport or write to coordinates.
 
 
 Now I'm thinking about some code using the save name to spit out some generic button functions (may be with full buttons) to a file, might be handy. May be some way to pick buttons or what ever else. I really don't make trainers so I'm not real sure what would be handy and what won't.
 
 How would you set this up on the UI? Buttons, or a list, or some kinda combo box may be?
 _________________
 
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		| Sefy Newbie cheater
 
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 Posts: 11
 
 
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				|  Posted: Sun Mar 18, 2018 6:52 pm    Post subject: |   |  
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				| For some reason it only allocates the memory properly if it's set to auto allocate. What do you need me to provide? |  |  
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		| TheyCallMeTim13 Wiki Contributor
 
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 Joined: 24 Feb 2017
 Posts: 976
 Location: Pluto
 
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				|  Posted: Mon Mar 19, 2018 1:09 am    Post subject: |   |  
				| 
 |  
				| Module Updated: 
  	  | Code: |  	  | 1.0.8: * Fixed save name and new save name memory not getting allocated if auto allocate was false.
 1.0.9:
 * Fixed error with "getAddress" needing to be "getAddressSafe".
 | 
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				|  Posted: Mon Mar 19, 2018 11:47 am    Post subject: |   |  
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				|  	  | TheyCallMeTim13 wrote: |  	  | Module Updated: 
  	  | Code: |  	  | 1.0.8: * Fixed save name and new save name memory not getting allocated if auto allocate was false.
 1.0.9:
 * Fixed error with "getAddress" needing to be "getAddressSafe".
 | 
 | 
 
 Hey, thanks chief! Works now!
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