RESIDENT EVIL 2 +15 +3 (table Update11.6)

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PrinceRevivalDK
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Re: RESIDENT EVIL 2 +14 +3 (table Update10)

Post by PrinceRevivalDK » Mon Feb 11, 2019 3:57 pm

Cielos wrote:
Mon Feb 11, 2019 1:33 pm
you don't really need to think/guess what it does nor need to actually tried it out to understand what it does. I fucking typed the description of the script in the first post...
but I can see it can be confused with the in-game character, thinking that it's changing the zombies model to Tofu model.... IF it's not under damage mod already instead of character model mod; a video to show what the new cheat does, in which you quote the post from asking how to make it work; and, again, over 6 lines of description of the script, in point form, describing what the script does, in the post you download the table from. :evil:

that said...
tofu, as you may know already, is an Asian food that is very soft most of the time. that's why I used it as the name of the script.
I named the script "weak limbs" originally, but as it can also blow out the head and/or cut off the waist with one shot, "weak limbs" doesn't really include all the functions, so I changed it to tofu instead.
so, let me know if you have a better suggestion for the name and I can change it on next update~ (if there's another update... hoping the current table could survive the coming patch for the new DLCs...)
or I'll just rename it something like "weak zombies"... but still, with this script alone they doesn't really die easier if you keep their head intact.... ...I don't know. just let me know if any of you come up with a better name.
naah its cool, its just not a word im that familiar with, but when you say it it makes sense, and yeah i should have read further into the post but sometimes i just read the "update" thingie and it just say whats been added, so i guess ill scroll a bit down everytime to see what things actually does, sorry if i made myself sound annoying or whatever your work is appreciated, keep it up with all those awesome scripts :D

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Re: RESIDENT EVIL 2 +14 +3 (table Update10)

Post by chenan » Mon Feb 11, 2019 5:05 pm

Hello, does someone know Weapon IDS for 'Sub Gun (LE5)' which is not Infinite, but use 'Submachine Gun Ammo'... like the one that Hunk use in The 4th Survivor...? I think Hunk's LE5 use same ammo like Claire's Sub Gun MQ 11...

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Re: RESIDENT EVIL 2 +14 +3 (table Update10)

Post by Cielos » Mon Feb 11, 2019 9:23 pm

PrinceRevivalDK wrote:
Mon Feb 11, 2019 3:51 pm
[...]
Haha unfortunately no, that's what i thought. but it just makes them like butter lol, bullets just pierce through them shooting off their limbs and heads nomatter which weapon you are using, now every gun is a powerful 1 headshotting magnum xD !
PrinceRevivalDK wrote:
Mon Feb 11, 2019 3:57 pm
[...]
naah its cool, its just not a word im that familiar with, but when you say it it makes sense, and yeah i should have read further into the post but sometimes i just read the "update" thingie and it just say whats been added, so i guess ill scroll a bit down everytime to see what things actually does, sorry if i made myself sound annoying or whatever your work is appreciated, keep it up with all those awesome scripts :D
actually the guarantee piercing is what the script does... I'll rename the script to "piercing ammo" or just "butter zombie" on next update~
thanks for the giving me the idea!

///
NewMember wrote:
Mon Feb 11, 2019 6:46 pm
[...]
I'm really sorry if I didn't comprehend what you meant but tofu zombies. But I think I already found what I thought you made:
[...]
oh, don't be sorry for something you haven't done!
it's definitely not a problem with comprehension, especially when it doesn't involve actual reading.

here's "what I meant" about the tofu zombies script:
tofu zombies
- need to activate damage mod first.
- zombies' head will be blown with 1 shot, regardless the gun you're using. you can use your weakest handgun, or even the grenade launcher with acid round loaded, to blow their heads off at will.
- zombies' arms and legs can be detached with 2 shots (sometimes 1 shot), waist can be detached with 1 shot, regardless of the gun you're using.
- works only on zombies. i.e., it won't affect the lickers, dogs, bosses, etc.
- by script default, when activated, hold CapsLock key and fire your gun.
- you can change the method to always, and you won't have to hold the key for the script to take effect then.
how do you conclude it to be changing zombie's model to tofu's model?
by just the script name~
so, again, don't be sorry for something you haven't done!
it's definitely not a problem with comprehension, especially when you didn't read.

I can understand jumping to conclusion with the confusing script name, you're not the first nor the only one, but don't be sneaky and accuse yourself being unable to comprehend when the question is answered before you asked~

the first is just misunderstanding, which involve at least 2 parties.
the later is ignorance, which can be just a careless misread or missing a post in this case..
and you said you're sorry for being ignorance because we have a misunderstanding?
it's not causation, not even correlation~

so, anyway, congratulations! I now recognise your username!

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Re: RESIDENT EVIL 2 +14 +3 (table Update10)

Post by Exeter » Mon Feb 11, 2019 11:53 pm

@cielos -

I noticed something weird with the tofu script, not sure if it's only me or not.

Every time I activate it, my CPU usage spikes up drastically. It's actually causing stuttering in my game. It uses about 30% of my CPU the moment it gets enabled. Once I disable it, the CPU usage goes back to normal. Any idea what might be causing this?

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Re: RESIDENT EVIL 2 +14 +3 (table Update10)

Post by budabum » Tue Feb 12, 2019 1:04 am

how many cores you have? cpu usage spike is usual for infinite loops with no wait.

maybe this update will help you

Code: Select all

while WeakLimbskeyLuaThread do
    sleep(100)  --add this line

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Re: RESIDENT EVIL 2 +14 +3 (table Update10)

Post by NChabb » Tue Feb 12, 2019 3:46 am

Exeter wrote:
Mon Feb 11, 2019 11:53 pm
@cielos -

I noticed something weird with the tofu script, not sure if it's only me or not.

Every time I activate it, my CPU usage spikes up drastically. It's actually causing stuttering in my game. It uses about 30% of my CPU the moment it gets enabled. Once I disable it, the CPU usage goes back to normal. Any idea what might be causing this?
Yeah I started to use it last night and I had my first soft lock with the game since its release. I was about to shoot the fat police officer who bangs the distributors right after I jumped through the small ouverture in the operation room. Hit him once... Then the screen went black but I could hear Claire breathing and swearing (lol), but couldn't activate the menus or anything. Had to end process.

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Re: RESIDENT EVIL 2 +14 +3 (table Update10)

Post by Cielos » Tue Feb 12, 2019 8:21 am

chenan wrote:
Mon Feb 11, 2019 5:05 pm
Hello, does someone know Weapon IDS for 'Sub Gun (LE5)' which is not Infinite, but use 'Submachine Gun Ammo'... like the one that Hunk use in The 4th Survivor...? I think Hunk's LE5 use same ammo like Claire's Sub Gun MQ 11...
Hunk's LE5 and the Campaign Inf. ammo LE5 shares the same ID acutally. the inf. status is process elsewhere... so.....
Update11
- added ∞ ammo pouch mod.
- renamed tofu zombies to piercing ammo
remember to read the description on the first page first!

///
budabum wrote:
Tue Feb 12, 2019 1:04 am
how many cores you have? cpu usage spike is usual for infinite loops with no wait.

maybe this update will help you

Code: Select all

while WeakLimbskeyLuaThread do
    sleep(100)  --add this line
always meant to add the sleep to the keylistener, but always forgot....
thanks for pointing that out! will add it back on next update.
so to all who have this problem, do as budabum says for now until next update.

///
EDIT:
another small update:
Update11.1
- updated ∞ ammo pouch mod. you can choose to manipulate the weapons separately now.
- updated all keylisteners. added 100 milliseconds wait to the loops in order to reduce the CPU usage. thanks budabum for pointing out the problem!

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Re: RESIDENT EVIL 2 +14 +3 (table Update10)

Post by PrinceRevivalDK » Tue Feb 12, 2019 11:27 am

Cielos wrote:
Tue Feb 12, 2019 8:21 am
Update11
- added ∞ ammo pouch mod.
- renamed tofu zombies to piercing ammo
Update11.1
- updated ∞ ammo pouch mod. you can choose to manipulate the weapons separately now.
- updated all keylisteners. added 100 milliseconds wait to the loops in order to reduce the CPU usage. thanks budabum for pointing out the problem!
Excelent work again Cielos.
the new Infinite ammo sign to the ammo pounch is absolutely gorgeous! i love it, even the one where you can turn off the infinite sign on other weapons, this will help people who wants to play with the LE5 Submachinegun aswell who wants the gun but wants to play it without the infinite ammo for it, excelent
great update and fix
now is it possible that you can make the infinite script that the minigun and inf rocket launcher uses to those who wants that infinite ammo sign on both magazine and pouch, so that the magnum example looks like the same with minigun, i guess it is a no reload and no pouch option would also be sweet :-)
then that could expand your new feature to the list again, good job :-)

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Re: RESIDENT EVIL 2 +14 +3 (table Update10)

Post by chenan » Tue Feb 12, 2019 12:59 pm

Update11
- added ∞ ammo pouch mod.
- renamed tofu zombies to piercing ammo
Update11.1
- updated ∞ ammo pouch mod. you can choose to manipulate the weapons separately now.
- updated all keylisteners. added 100 milliseconds wait to the loops in order to reduce the CPU usage. thanks budabum for pointing out the problem!
:D many thanks for the updates... especially the ammo pouch mod...!

∞ ammo pouch mod
- allows you to manipulate the ∞ status of your weapons.
- when activated, change the status to one of the below 3.
-- use individual, means that you can choose the ∞ status for the weapons individually.
-- all no ∞, means all weapons will lose the ∞ ammo pouch status and consume ammo pouch when reload, e.g., LE5, Samurai Edge (Original Model), etc. note that it doesn't affect the ∞ ammo clip/duration weapon, e.g. the infinite version of Minigun and Combat Knife.
-- all ∞, means all weapons will gain the ∞ ammo pouch status.
- if you select use individual for the status:
-- default means nothing changed, weapons act as the game intended.
-- no ∞ means the weapon consumes ammo pouch when reload.
-- ∞ means the weapon doesn't need ammo pouch to reload.

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Re: RESIDENT EVIL 2 +15 +3 (table Update11.1)

Post by Deathwing Zero » Tue Feb 12, 2019 2:56 pm

Updated collection here: viewtopic.php?f=4&t=8539&p=76773#p76773

Changes:
Updated to Cielos table update 11.1
Added gir489s No Recoil script

Unless something major changes, I probably won't update until the DLC comes out on Friday. Nice work to everyone involved, especially Cielos. You keep finding more and more interesting things to test. Here's an interesting note: With Tofu Zombies (Now Piercing Ammo) the Rocket Launcher still only removes 1 limb at most, and sometimes still not even that much.

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Re: RESIDENT EVIL 2 +15 +3 (table Update11.1)

Post by N0P3 » Tue Feb 12, 2019 4:26 pm

Hello guys, amazing work so far, could someone please make save script?
What I mean is something like: I hit "Home" key and the game will make save. Is this posible? Thank you. :D

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Re: RESIDENT EVIL 2 +15 +3 (table Update11.1)

Post by Exeter » Tue Feb 12, 2019 5:43 pm

N0P3 wrote:
Tue Feb 12, 2019 4:26 pm
Hello guys, amazing work so far, could someone please make save script?
What I mean is something like: I hit "Home" key and the game will make save. Is this posible? Thank you. :D
There's typewriters everywhere, and an auto-save in non-Hardcore modes. Do you really need this feature?

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Re: RESIDENT EVIL 2 +15 +3 (table Update11.1)

Post by AJ Lee » Tue Feb 12, 2019 6:16 pm

Thanks for the table.

Will it be possible to do a gender character swap that will swap the animations as well? For example, I'd like to take Claire through 4th Survivor but she has Hunk's male animations. Not a big deal, just curious if this is possible.

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Re: RESIDENT EVIL 2 +15 +3 (table Update11.1)

Post by Luke76bg » Tue Feb 12, 2019 8:31 pm

an open box everywhere would be amazing for speedruns!

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Re: RESIDENT EVIL 2 +15 +3 (table Update11.1)

Post by mud0ra » Tue Feb 12, 2019 8:36 pm

Thanks for the table.

I would like to ask. Any possibility to get a voice swap?. So let's say playing the Hunk mode with Claire with her voice or woman sound set?.

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