Search found 681 matches
- Mon May 20, 2024 2:18 pm
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2784
- Views: 421246
Re: HELLDIVERS 2
Been noticing that sometimes when trying to use the Lua script included with the helldivers2_GameGuardActive script, Game Guard will kill the game with 1013. I've investigated why this is, and it was very hard to pin down, because it would only happen the first time I start the game. The 2nd/3rd/4th...
- Sat May 18, 2024 4:34 am
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2784
- Views: 421246
Re: HELLDIVERS 2
Maybe that will fix things like the illegal broadcast tower not exploding properly? If you mean broadcast towers (and other structures, like Fabber) evaporating when shot at instead of doing the sequential "blowing up" animation, try lowering the demo value of whatever weapon you are Supering to 40...
- Sat May 18, 2024 3:00 am
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2784
- Views: 421246
Re: HELLDIVERS 2
UPDATE: added weapon ID's // AX/LAS-5 "Guard Dog" Rover One of the things I noticed with making the Guard Dog a jmp_Super is that if a teammate hits you with it, you die instantly. Kinda sucks. I updated my table to use the damage stats for a hellbomb as the stats for all jmp_Super weapons. Maybe t...
- Thu May 16, 2024 1:19 pm
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2784
- Views: 421246
- Thu May 16, 2024 2:25 am
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2784
- Views: 421246
Re: HELLDIVERS 2
i will add hellbomb id next update. 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...
- Wed May 15, 2024 11:55 pm
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2784
- Views: 421246
Re: HELLDIVERS 2
@ZoDDeL I wrote something to dump the damage tuneables from memory, as at first I tried to decrypt them at rest, but I realized later that the array in memory we use, is just the already decrypted information, and it'd be easier to just walk the array and dump it from memory. https://github.com/gir4...
Re: Starfield
Is there any option/way to instant 100% survey a planet (maybe from just scanning it)? It's pretty tedious to have to land (sometimes in multiple location) to get all the flora, fauna, resources and/or traits. IIRC, there's a mod on Nexus that instantly reveals all traits, I was hoping it could be ...
- Wed May 15, 2024 6:20 pm
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2784
- Views: 421246
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 uninten...
- Tue May 14, 2024 2:55 pm
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2784
- Views: 421246
Re: HELLDIVERS 2
did not tested this but i would expect that the explosion / aoe ID with high demo value should delete any surroundings. maybe the demo might be an interesting option for some orbital/ eagle stuff to vaporize bot bases. https://www.youtube.com/watch?v=56BIKpsB7fE I still can't get it to work. This i...
- Mon May 13, 2024 11:42 pm
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2784
- Views: 421246
Re: HELLDIVERS 2
yep i had a big smile when i realized that we can get rid of the bug holes with projectile weapons now. I have no idea WTF you're doing that we weren't doing before, but if I just write the stuff to the weapon container, doesn't work. If I use your script, does work. So we just gave it the fuck-it ...
- Mon May 13, 2024 9:27 pm
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2784
- Views: 421246
Re: HELLDIVERS 2
anyway, are we fine now? no more hating? ;) I noticed after a lot of testing (5 hours straight) that say for example I fire a Carl G. rocket at an illegal broadcasting tower, it just deletes the tower from existence. I really like this effect on the Verdict, because I can shoot the alien holes and ...
- Mon May 13, 2024 2:48 am
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2784
- Views: 421246
Re: HELLDIVERS 2
Actually made decent changes. Nice work! BTW: cfemen and I have been taking apart that damage function and we have noticed several things: A lot of weapons are misidentified or just flat-out wrong. We corrected them here: https://pastebin.com/N2stDW3R You can use the OnClick Armory Weapon Editor to...
- Sat May 11, 2024 1:40 am
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2784
- Views: 421246
Re: HELLDIVERS 2
Code: Select all
cmp [rcx+00],#42 //#42 // P-113 Verdict
- Fri May 10, 2024 11:20 pm
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2784
- Views: 421246
Re: HELLDIVERS 2
Blah blah blah Thanks for coming to my TED talk. I know you didn't ask, but here's my review of the table, as cfemen and I were battling with an issue of if a freeze we were experiencing was coming from a detection or the game being shit (spoiler, they were detecting us) The good: [*]Simple and Eas...
- Tue May 07, 2024 11:08 pm
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2784
- Views: 421246
Re: HELLDIVERS 2
dmg_Super: mov [rcx+0C],#7777 // penetration 1 mov [rcx+10],#7777 // penetration 2 mov [rcx+14],#7777 // penetration 3 mov [rcx+18],#7777 // penetration 4 movd xmm3,[rcx+04] movd xmm1,[rcx+08] cvtdq2ps xmm1,xmm1 cvtdq2ps xmm3,xmm3 mulss xmm3, dword ptr [dmg_multiplier] mulss xmm1, dword ptr [admg_m...