Use the cheat codes only if you don't want to deactivate the scripts before the end of every mission
The other scripts won't work all the time because of the game's anti-cheat mechanism
Hi Gameplayer
I am a huge fan of your work.
You have done a great job on the previous cheat engine tables.
Any update for SC2 Patch 4.2.0 that got released today (02/20/2018), or when can we expect the next table release?
Another question, is there any way that you can guide/teach me on how you build the cheat table? I am really interested in learning and building it.
Use the cheat codes only if you don't want to deactivate the scripts before the end of every mission
The other scripts won't work all the time because of the game's anti-cheat mechanism
Some of my scripts are inherited from the table for Heart of the Swarm because the game at that time didn't have any anti-cheat mechanism. I can't explain clearly in English because English isn't my native language. You can copy the bytes in my scripts to search memory and built your own scripts. I don't hide any secrets in my tables. All things that I known are shown in the tables. Use the search memory function in the memory view section of CE to find everything you want. The problem is the game will change the code every time it updates a new version. The framework for the Cheat Codes is copied from another author. That script is modified by myself but it isn't created from my work
The game always changes function locations. You need to locate new injection points by searching the bytes in the scripts. Moreover, the game will change the method of encoding its cheat-code address. You need to find similar surrounding bytes to identify where the game will decode the cheat address then copy that method into your own script. The game seldom changes the bytes that my scripts use in assert commands but always changes the locations of them in the memory if it updates. Usually, i just change the addresses in the scripts to make them work with a new version except the cheat code script must be modified carefully because of changing decode method. To change the address in a script, you need to find new location in memory then right-click at it choose "Goto address" then copy that address and right click somewhere in the disassembler section (just above the memory section) then choose "Go to address", paste into the new box and enter. You will see the address in the form of "SC2_x64.exe+?" at the left column. Finally, change the address with the same form in the script with the one you have seen
The game always changes function locations. You need to locate new injection points by searching the bytes in the scripts. Moreover, the game will change the method of encoding its cheat-code address. You need to find similar surrounding bytes to identify where the game will decode the cheat address then copy that method into your own script. The game seldom changes the bytes that my scripts use in assert commands but always changes the locations of them in the memory if it updates. Usually, i just change the addresses in the scripts to make them work with a new version except the cheat code script must be modified carefully because of changing decode method. To change the address in a script, you need to find new location in memory then right-click at it choose "Goto address" then copy that address and right click somewhere in the disassembler section (just above the memory section) then choose "Go to address", paste into the new box and enter. You will see the address in the form of "SC2_x64.exe+?" at the left column. Finally, change the address with the same form in the script with the one you have seen
Thank you I will try to walk to through and understand.
The game always changes function locations. You need to locate new injection points by searching the bytes in the scripts. Moreover, the game will change the method of encoding its cheat-code address. You need to find similar surrounding bytes to identify where the game will decode the cheat address then copy that method into your own script. The game seldom changes the bytes that my scripts use in assert commands but always changes the locations of them in the memory if it updates. Usually, i just change the addresses in the scripts to make them work with a new version except the cheat code script must be modified carefully because of changing decode method. To change the address in a script, you need to find new location in memory then right-click at it choose "Goto address" then copy that address and right click somewhere in the disassembler section (just above the memory section) then choose "Go to address", paste into the new box and enter. You will see the address in the form of "SC2_x64.exe+?" at the left column. Finally, change the address with the same form in the script with the one you have seen
Thank you I will try to walk to through and understand.
Yes, me as well as 4.2.2 is out and I'm interested in learning to update this myself rather than rely on someone else.