Metal Gear Solid 5 Phantom Pain - table v: 4.0.6 CT
- TheyCallMeTim13
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Re: Metal Gear Solid 5 Phantom Pain - table v: 4.0.3 CT
^ Maybe "Disable Hitbox Collisions", "Disable Collisions" just sound like I should be able to walk through walls. But anything with "hitbox", actually sounds like I change that; when I really have no idea what exactly is going on, it just makes a function (some calls back from health decrease on hit code) return at it's start.
Ultimately, I just don't get why "no clip" seems to be the standard name for this kinda thing. Just saw another tutorial calling it "no clip". In that context, what the hell is "clipping"? (best I can think of is "graphical clipping", or "clippers" from Badlands)
But I already made one for my Far cry 3 table calling it "no hitbox" so I'll probably just stick with that for now and see how that goes.
Ultimately, I just don't get why "no clip" seems to be the standard name for this kinda thing. Just saw another tutorial calling it "no clip". In that context, what the hell is "clipping"? (best I can think of is "graphical clipping", or "clippers" from Badlands)
But I already made one for my Far cry 3 table calling it "no hitbox" so I'll probably just stick with that for now and see how that goes.
Re: Metal Gear Solid 5 Phantom Pain - table v: 4.0.3 CT
No clipping refers to disabling collisions. Of course, you would need some form of flying as well, as floors too are solid. Unless you can filter them out from the collision check. See most engines' noclip command
I think you should've known this as well. Remember Half-Life? Remember any Unreal Engine (3) game? Remember typing noclip in the console?
More here: https://en.wikipedia.org/wiki/Noclip_mode
Here's an example of your option's effect in another game (through a tutorial): https://www.youtube.com/watch?v=lAI8N5oNqlk. Maybe the method described there-in helps you faster create such effects in other games as well
So, yeah, your option is not noclip

More here: https://en.wikipedia.org/wiki/Noclip_mode
Here's an example of your option's effect in another game (through a tutorial): https://www.youtube.com/watch?v=lAI8N5oNqlk. Maybe the method described there-in helps you faster create such effects in other games as well

So, yeah, your option is not noclip

- TheyCallMeTim13
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Re: Metal Gear Solid 5 Phantom Pain - table v: 4.0.3 CT
Ha, That's the same video I saw before making it; that's where I got the name even.SunBeam wrote: ↑Fri Sep 14, 2018 8:27 amNo clipping refers to disabling collisions. Of course, you would need some form of flying as well, as floors too are solid. Unless you can filter them out from the collision check. See most engines' noclip commandI think you should've known this as well. Remember Half-Life? Remember any Unreal Engine (3) game? Remember typing noclip in the console?
More here: https://en.wikipedia.org/wiki/Noclip_mode
Here's an example of your option's effect in another game (through a tutorial): https://www.youtube.com/watch?v=lAI8N5oNqlk. Maybe the method described there-in helps you faster create such effects in other games as well
So, yeah, your option is not noclip![]()
P.S.: So in that context, is clipping hitting a wall or object?
Re: Metal Gear Solid 5 Phantom Pain - table v: 4.0.3 CT
^ Funny, video says "Turn Off Hero Hit Collision". Your option is called differently
"No clipping" is generic - - interaction between any solid object and your player == 0; that means walls, floors, AIs, NPCs, etc. - - any object. As well as any 'collision'-like effects such interactions might produce (e.g.: enemy hitting you; they don't really hit you, visually it looks like the movement of say hand/sword hits you, but in reality enemy has long acquired your player structure's pointer - with which it's easy to map out health sub-system - and on trigger, a script that does decrease_health(amount) runs).

Re: Metal Gear Solid 5 Phantom Pain - table v: 4.0.3 CT
One more thing: I understand there's the Instant Development script which helps with client-sided quotas. However, the yellow/gold developments aren't affected (we know this, the timer is stored online). Have you gotten to the spot where the actual enablement of the item occurs? Cuz if you get there, then there's no point waiting for the online timer; I just hope enable BOOL isn't stored online as well (but if we find the spot, can always patch it to 1 - - if that's how it works).
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- Noobzor
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Re: Metal Gear Solid 5 Phantom Pain - table v: 4.0.3 CT
Does anyone know how to work with the Staff Divisions Hook ? I only get a "?" I use V1.14 Stem version with no Timers and Infinite heaven mod
- TheyCallMeTim13
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Re: Metal Gear Solid 5 Phantom Pain - table v: 4.0.3 CT
These mods seem to change the structures, you'd have to patch the table to work with mods.darkhorizon190588 wrote: ↑Sat Sep 15, 2018 3:00 pmDoes anyone know how to work with the Staff Divisions Hook ? I only get a "?" I use V1.14 Stem version with no Timers and Infinite heaven mod
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- Noobzor
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Re: Metal Gear Solid 5 Phantom Pain - table v: 4.0.3 CT
thx to your replay. Caould you do that for me please because i do`t know i have to do that... but before i started to use the mods, it didn`t work for me too
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Re: Metal Gear Solid 5 Phantom Pain - table v: 4.0.3 CT
You need to increase your staff divisions, or re-assign all staff; to make the script run.darkhorizon190588 wrote: ↑Sat Sep 15, 2018 3:09 pmthx to your replay. Caould you do that for me please because i do`t know i have to do that... but before i started to use the mods, it didn`t work for me too
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Re: Metal Gear Solid 5 Phantom Pain - table v: 4.0.3 CT
Failure loading the tab, this is not a valid cheat table. Error executing this table's lua script The Lua engine also gives an error: :TApplication->MainForm:TMainForm->:TAddresslist->:TTimer:TTreeNodes.GetNodeFromIndex Index 1987 out of bounds (count=1987)
- TheyCallMeTim13
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Re: Metal Gear Solid 5 Phantom Pain - table v: 4.0.3 CT
uninstall, redownload, and reinstall CE. It's an error with 6.8 and 6.8.1, that got fixed but didn't get a version. It's that threading error mentioned on the first post.fangshun2004 wrote: ↑Sat Sep 15, 2018 6:04 pmFailure loading the tab, this is not a valid cheat table. Error executing this table's lua script The Lua engine also gives an error: :TApplication->MainForm:TMainForm->:TAddresslist->:TTimer:TTreeNodes.GetNodeFromIndex Index 1987 out of bounds (count=1987)
Re: Metal Gear Solid 5 Phantom Pain - table v: 4.0.3 CT
Hi! Thank you for your work.
When I click on "Main Hooks" I get this error.

What should I do?
CE Version: 6.7
Game Version: 1.14
No mods.
When I click on "Main Hooks" I get this error.

What should I do?
CE Version: 6.7
Game Version: 1.14
No mods.
Re: Metal Gear Solid 5 Phantom Pain - table v: 4.0.3 CT
you mentioned you are using CE 6.7TheyCallMeTim13 wrote: ↑Sat Sep 15, 2018 9:46 pmuninstall, redownload, and reinstall CE. It's an error with 6.8 and 6.8.1, that got fixed but didn't get a version. It's that threading error mentioned on the first post.
version 6.8.1 will fix this error Download Cheat Engine 6.8.1
- TheyCallMeTim13
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Re: Metal Gear Solid 5 Phantom Pain - table v: 4.0.3 CT
First, try restarting the computer and game.
Does it ever find the AOB?
You can do an AOB scan and see if it finds this:
48 8B 41 38 48 8B 79 30
EDIT: And I need to edit some things, SunBeam gave me a much better way to get the real player base, I just need to work it into the table.
Re: Metal Gear Solid 5 Phantom Pain - table v: 4.0.3 CT
Hi, staff editor stopped working, could you fix it?
I edited rewards to get S++ crew, but it would be nice to edit crews skills.
I edited rewards to get S++ crew, but it would be nice to edit crews skills.
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