Search found 15 matches

by fallout11
Thu May 16, 2024 11:05 am
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2787
Views: 422101

Re: HELLDIVERS 2

hey guys, is there a code to swap armor perk around? e.g. put 'Democracy Protects' into Heavy Armor. or put Scout perk into Legionnaire armor. so some kind of poor man's transmog. btw come to think of it, 100% chance to trigger Democracy Protects would be great too. Nope, that's all server-side stu...
by fallout11
Thu May 16, 2024 11:05 am
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2787
Views: 422101

Re: HELLDIVERS 2

There was also some SEAF and shotgun IDs missing as well. Complete list: #88 // SG-8 Punisher #99 // SG-8S Slugger #102 // SG-225 Breaker #105 // SG-225IE Breaker Incendiary #231 // Napalm SEAF impact #273 // High-yield SEAF explosion #287 // Hellbomb / SEAF Mini-Nuke #298 // AX/LAS-5 "Guard Dog" R...
by fallout11
Wed May 15, 2024 9:13 pm
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2787
Views: 422101

Re: HELLDIVERS 2

Thank you kindly, Gir489.
by fallout11
Wed May 15, 2024 11:15 am
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2787
Views: 422101

Re: HELLDIVERS 2

Just a side note that if you set enemy demolition value to 0 (using ZoDDeL's super damage script or similar), you can't use the Hellbomb call-in to destroy any jammers, towers, or similar. Because that demolition value is now also 0. So be careful with what you set things to....there can be unintend...
by fallout11
Sun May 12, 2024 12:30 pm
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2787
Views: 422101

Re: HELLDIVERS 2

Just a note that if you go over 99 samples you get nothing (and you get an internal flag for cheating, which causes some weirdness post-mission, like all-grey screen that you have to escape key out of to return to ship). Make sure you don't pickup or have more than that. all i know is what i can rei...
by fallout11
Sun May 12, 2024 12:30 pm
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2787
Views: 422101

Re: HELLDIVERS 2

Duplicate
by fallout11
Sun May 12, 2024 12:30 pm
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2787
Views: 422101

Re: HELLDIVERS 2

Duplicate
by fallout11
Thu May 09, 2024 12:14 pm
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2787
Views: 422101

Re: HELLDIVERS 2

Edit: Exemplify has located the ID's for the new Polar warbond weapons.
Link:
[Link]
by fallout11
Wed May 08, 2024 10:04 pm
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2787
Views: 422101

Re: HELLDIVERS 2

It works by eliminating the cooldown entirely. As soon as you land, you can jetpack again.
by fallout11
Wed May 08, 2024 10:02 pm
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2787
Views: 422101

Re: HELLDIVERS 2

rdg1995 wrote:
Wed May 08, 2024 7:28 am
no sway and no recoil not working anymore
Both work fine, just tested them 2 minutes ago. Make sure you have the .302 patch or later version (5/7/2024 or later).
by fallout11
Wed May 08, 2024 9:54 pm
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2787
Views: 422101

Re: HELLDIVERS 2

anyone know how to set up infinite jetpack? [ENABLE] // unlimited jetpack aobscanmodule(aob_ToTheSky,game.dll,89 04 B9 83 FD 01) registersymbol(aob_ToTheSky) aob_ToTheSky: nop 3 //---------------------------------- [DISABLE] Thanks to Gir489 (pretty sure) for this one a while back. It was working a...
by fallout11
Tue May 07, 2024 11:29 am
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2787
Views: 422101

Re: HELLDIVERS 2

New patch this morning broke the "No Sway" component in both Gir489a's table and ZoDDeLs table (as they use the same code). Everything else I (briefly) tested still works.
by fallout11
Mon May 06, 2024 11:43 am
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2787
Views: 422101

Re: HELLDIVERS 2

I also vastly preferred having an editable shield cooldown delay to the current "infinite shield" code.
This one can't be used with randos, much too obvious.
by fallout11
Wed May 01, 2024 11:31 am
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2787
Views: 422101

Re: HELLDIVERS 2

Exemplify1524 wrote:
Wed May 01, 2024 12:28 am
elamigopaisa wrote:
Wed May 01, 2024 12:26 am
had any luck finding the AMR ID?
try:
122 Antimaterial Rifle
Can confirm 122 is the ID for the AMR, I used it last evening.

Most all of the ID codes Exemplify posted in his google sheet tested out fine.
by fallout11
Tue Apr 30, 2024 11:22 am
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2787
Views: 422101

Re: HELLDIVERS 2

Greetings all, first post here. ZoDDel, I want to thank you for your previous work, I only recently found it but it had renewed my interest in Helldivers, and I was having some fun with just the superdamage and infinite ammo scripts alone. I wanted to say that the previous code for that DOES seem to...