HELLDIVERS 2

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drehcaruso
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Re: HELLDIVERS 2

Post by drehcaruso »

qzpmtfgh wrote:
Mon Apr 29, 2024 5:54 pm
gir489 wrote:
Mon Apr 29, 2024 5:03 pm
Fresc1 wrote:
Mon Apr 29, 2024 2:24 pm
Can u update this table please?? I need the instant charge feature tha it was awesomeeee
I updated the root post with the current table I've been using. It's a mis-mash of features, however, it is not tested.
Does infinite ammo/grenade/stims also affects team mates?
It didn't with ZoDDel's table, idk with his.
but it's pretty non-legit tho it will never go down

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

qzpmtfgh
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Re: HELLDIVERS 2

Post by qzpmtfgh »

drehcaruso wrote:
Mon Apr 29, 2024 6:05 pm
qzpmtfgh wrote:
Mon Apr 29, 2024 5:54 pm
gir489 wrote:
Mon Apr 29, 2024 5:03 pm


I updated the root post with the current table I've been using. It's a mis-mash of features, however, it is not tested.
Does infinite ammo/grenade/stims also affects team mates?
It didn't with ZoDDel's table, idk with his.
but it's pretty non-legit tho it will never go down
I think the infinite ammo goes down to 2 mags on most weapons I tested

drehcaruso
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Re: HELLDIVERS 2

Post by drehcaruso »

qzpmtfgh wrote:
Mon Apr 29, 2024 6:06 pm
drehcaruso wrote:
Mon Apr 29, 2024 6:05 pm
qzpmtfgh wrote:
Mon Apr 29, 2024 5:54 pm


Does infinite ammo/grenade/stims also affects team mates?
It didn't with ZoDDel's table, idk with his.
but it's pretty non-legit tho it will never go down
I think the infinite ammo goes down to 2 mags on most weapons I tested
oh. then that's my bad. I'll try his table now and I'll edit for feedback

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gir489
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Re: HELLDIVERS 2

Post by gir489 »

blkout wrote:
Mon Apr 29, 2024 5:31 pm
Everything is working fine, for me the only thing that causes crashing is infinite health or infinites sryinges. Thanks for sharing
Infinite health was done exclusively by @cfemen, as the SetHealth function was completely gone. Infinite Syringes and No Sway should be fixed now. Syringes was a padding issue, and No Sway was just completely wrong.

drehcaruso
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Re: HELLDIVERS 2

Post by drehcaruso »

gir489 wrote:
Mon Apr 29, 2024 6:10 pm
blkout wrote:
Mon Apr 29, 2024 5:31 pm
Everything is working fine, for me the only thing that causes crashing is infinite health or infinites sryinges. Thanks for sharing
Infinite health was done exclusively by @cfemen, as the SetHealth function was completely gone. Infinite Syringes and No Sway should be fixed now. Syringes was a padding issue, and No Sway was just completely wrong.
unless 'now' means literally 'now', syringes are crashing the game with your table (tried it like 5 minutes ago).

ammo and grenades are 100% and will keep at 2 mags, stamina and strats are good too. but syringes just crashed me instantly when I used my 2nd.

edit: oh dope there's a new table. just seen it. will test it and edit if there's no reply. sorry for missing

edit2: yep everything seem to be working fine! now I'll just wait for a blessed soul to give us a new code for infinite jumppacks and quasars/sickles, and everything seems to be 100% again

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gir489
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Re: HELLDIVERS 2

Post by gir489 »

drehcaruso wrote:
Mon Apr 29, 2024 6:19 pm
edit2: yep everything seem to be working fine! now I'll just wait for a blessed soul to give us a new code for infinite jumppacks and quasars/sickles, and everything seems to be 100% again
Infinite Jetpack:

Code: Select all

// Game Executable   : helldivers2.exe
// Author            : gir489
// Executable Version: 1.8.18735.0
// MD5 Signature     : E087C5451277E6CC21E544AB6FE4932B
// EXE Compile Date  : April 25, 2024 04:05 AM
// Script Date       : April 29, 2024 02:45 PM
[ENABLE]
aobscanmodule(aob_ToTheSky,game.dll,89 04 B9 83 FD 01)
registersymbol(aob_ToTheSky)

aob_ToTheSky:
  nop 3

[DISABLE]
aob_ToTheSky:
  db 89 04 B9

unregistersymbol(aob_ToTheSky)

{
// ORIGINAL CODE - INJECTION POINT: game.dll+5FEBB5

game.dll+5FEB79: 41 8B 04 C8           - mov eax,[r8+rcx*8]
game.dll+5FEB7D: 41 3B C3              - cmp eax,r11d
game.dll+5FEB80: 74 10                 - je game.dll+5FEB92
game.dll+5FEB82: 3B C3                 - cmp eax,ebx
game.dll+5FEB84: 74 10                 - je game.dll+5FEB96
game.dll+5FEB86: FF C2                 - inc edx
game.dll+5FEB88: 41 3B D1              - cmp edx,r9d
game.dll+5FEB8B: 72 E3                 - jb game.dll+5FEB70
game.dll+5FEB8D: E9 81 00 00 00        - jmp game.dll+5FEC13
game.dll+5FEB92: 3B C3                 - cmp eax,ebx
game.dll+5FEB94: 75 7D                 - jne game.dll+5FEC13
game.dll+5FEB96: 41 8B 44 C8 04        - mov eax,[r8+rcx*8+04]
game.dll+5FEB9B: 83 F8 FF              - cmp eax,-01
game.dll+5FEB9E: 74 73                 - je game.dll+5FEC13
game.dll+5FEBA0: 48 8B 4E 38           - mov rcx,[rsi+38]
game.dll+5FEBA4: 8B F8                 - mov edi,eax
game.dll+5FEBA6: 48 8B 0C C1           - mov rcx,[rcx+rax*8]
game.dll+5FEBAA: E8 41 F7 DE FF        - call game.dll+3EE2F0
aob_ToTheSky: 48 8B 4E 48           - mov rcx,[rsi+48]
game.dll+5FEBB3: 8B 00                 - mov eax,[rax]
// ---------- INJECTING HERE ----------
game.dll+5FEBB5: 89 04 B9              - mov [rcx+rdi*4],eax
// ---------- DONE INJECTING  ----------
game.dll+5FEBB8: 83 FD 01              - cmp ebp,01
game.dll+5FEBBB: 75 56                 - jne game.dll+5FEC13
game.dll+5FEBBD: 8B CB                 - mov ecx,ebx
game.dll+5FEBBF: 89 6C 24 30           - mov [rsp+30],ebp
game.dll+5FEBC3: E8 C8 DA 47 00        - call game.dll+A7C690
game.dll+5FEBC8: 48 8B 15 69 63 34 01  - mov rdx,[game.dll+1944F38]
game.dll+5FEBCF: 4C 8D 4C 24 40        - lea r9,[rsp+40]
game.dll+5FEBD4: 48 89 44 24 38        - mov [rsp+38],rax
game.dll+5FEBD9: 0F 28 44 24 30        - movaps xmm0,[rsp+30]
game.dll+5FEBDE: 48 8B 05 03 9D 2A 01  - mov rax,[game.dll+18A88E8]
game.dll+5FEBE5: 66 0F 7F 44 24 40     - movdqa [rsp+40],xmm0
game.dll+5FEBEB: 8B 8A B0 5C 01 00     - mov ecx,[rdx+00015CB0]
game.dll+5FEBF1: 85 C9                 - test ecx,ecx
game.dll+5FEBF3: 89 6C 24 20           - mov [rsp+20],ebp
game.dll+5FEBF7: 4C 8B 50 38           - mov r10,[rax+38]
game.dll+5FEBFB: 44 8D 41 FF           - lea r8d,[rcx-01]
game.dll+5FEBFF: B9 56 E8 EF 30        - mov ecx,30EFE856
game.dll+5FEC04: 45 0F 44 C6           - cmove r8d,r14d
game.dll+5FEC08: 48 81 C2 C0 5C 01 00  - add rdx,00015CC0
game.dll+5FEC0F: 41 FF 52 40           - call qword ptr [r10+40]
}

Nomad1911
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Re: HELLDIVERS 2

Post by Nomad1911 »

gir489 wrote:
Mon Apr 29, 2024 6:48 pm
drehcaruso wrote:
Mon Apr 29, 2024 6:19 pm
edit2: yep everything seem to be working fine! now I'll just wait for a blessed soul to give us a new code for infinite jumppacks and quasars/sickles, and everything seems to be 100% again
Infinite Jetpack:

Code: Select all

// Game Executable   : helldivers2.exe
// Author            : gir489
// Executable Version: 1.8.18735.0
// MD5 Signature     : E087C5451277E6CC21E544AB6FE4932B
// EXE Compile Date  : April 25, 2024 04:05 AM
// Script Date       : April 29, 2024 02:45 PM
[ENABLE]
aobscanmodule(aob_ToTheSky,game.dll,89 04 B9 83 FD 01)
registersymbol(aob_ToTheSky)

aob_ToTheSky:
  nop 3

[DISABLE]
aob_ToTheSky:
  db 89 04 B9

unregistersymbol(aob_ToTheSky)

{
// ORIGINAL CODE - INJECTION POINT: game.dll+5FEBB5

game.dll+5FEB79: 41 8B 04 C8           - mov eax,[r8+rcx*8]
game.dll+5FEB7D: 41 3B C3              - cmp eax,r11d
game.dll+5FEB80: 74 10                 - je game.dll+5FEB92
game.dll+5FEB82: 3B C3                 - cmp eax,ebx
game.dll+5FEB84: 74 10                 - je game.dll+5FEB96
game.dll+5FEB86: FF C2                 - inc edx
game.dll+5FEB88: 41 3B D1              - cmp edx,r9d
game.dll+5FEB8B: 72 E3                 - jb game.dll+5FEB70
game.dll+5FEB8D: E9 81 00 00 00        - jmp game.dll+5FEC13
game.dll+5FEB92: 3B C3                 - cmp eax,ebx
game.dll+5FEB94: 75 7D                 - jne game.dll+5FEC13
game.dll+5FEB96: 41 8B 44 C8 04        - mov eax,[r8+rcx*8+04]
game.dll+5FEB9B: 83 F8 FF              - cmp eax,-01
game.dll+5FEB9E: 74 73                 - je game.dll+5FEC13
game.dll+5FEBA0: 48 8B 4E 38           - mov rcx,[rsi+38]
game.dll+5FEBA4: 8B F8                 - mov edi,eax
game.dll+5FEBA6: 48 8B 0C C1           - mov rcx,[rcx+rax*8]
game.dll+5FEBAA: E8 41 F7 DE FF        - call game.dll+3EE2F0
aob_ToTheSky: 48 8B 4E 48           - mov rcx,[rsi+48]
game.dll+5FEBB3: 8B 00                 - mov eax,[rax]
// ---------- INJECTING HERE ----------
game.dll+5FEBB5: 89 04 B9              - mov [rcx+rdi*4],eax
// ---------- DONE INJECTING  ----------
game.dll+5FEBB8: 83 FD 01              - cmp ebp,01
game.dll+5FEBBB: 75 56                 - jne game.dll+5FEC13
game.dll+5FEBBD: 8B CB                 - mov ecx,ebx
game.dll+5FEBBF: 89 6C 24 30           - mov [rsp+30],ebp
game.dll+5FEBC3: E8 C8 DA 47 00        - call game.dll+A7C690
game.dll+5FEBC8: 48 8B 15 69 63 34 01  - mov rdx,[game.dll+1944F38]
game.dll+5FEBCF: 4C 8D 4C 24 40        - lea r9,[rsp+40]
game.dll+5FEBD4: 48 89 44 24 38        - mov [rsp+38],rax
game.dll+5FEBD9: 0F 28 44 24 30        - movaps xmm0,[rsp+30]
game.dll+5FEBDE: 48 8B 05 03 9D 2A 01  - mov rax,[game.dll+18A88E8]
game.dll+5FEBE5: 66 0F 7F 44 24 40     - movdqa [rsp+40],xmm0
game.dll+5FEBEB: 8B 8A B0 5C 01 00     - mov ecx,[rdx+00015CB0]
game.dll+5FEBF1: 85 C9                 - test ecx,ecx
game.dll+5FEBF3: 89 6C 24 20           - mov [rsp+20],ebp
game.dll+5FEBF7: 4C 8B 50 38           - mov r10,[rax+38]
game.dll+5FEBFB: 44 8D 41 FF           - lea r8d,[rcx-01]
game.dll+5FEBFF: B9 56 E8 EF 30        - mov ecx,30EFE856
game.dll+5FEC04: 45 0F 44 C6           - cmove r8d,r14d
game.dll+5FEC08: 48 81 C2 C0 5C 01 00  - add rdx,00015CC0
game.dll+5FEC0F: 41 FF 52 40           - call qword ptr [r10+40]
}
Thanks!

Tonka
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Re: HELLDIVERS 2

Post by Tonka »

Can someone make a damage multiplier script like this one . This corrent version works only with the redeemer so Someone would just need to find the weapon adressses for the rest of them

[ENABLE]


aobscanmodule(damageMulti,game.dll,66 0F 6E 59 04 66 0F 6E 49 08 0F 5B C9 0F 5B DB) // should be unique
alloc(dmg_newmem,$2000)

label(dmg_code)
label(dmg_return)

dmg_newmem:
// whitelisted weapons that get super damage
cmp [rcx+00],#48 //#46 // AR-23 Liberator / AR-22C Patriot / AR-48 Truth Whisperer / M-105 Stalwart
je dmg_Super
cmp [rcx+00],#24 //#22 // P-2 Peacemaker / P-19 Redeemer
je dmg_Super
cmp [rcx+00],#25 //#23 // MP-98 Knight
je dmg_Super
cmp [rcx+00],#33 //#31 // SMG-37 Defender
je dmg_Super
cmp [rcx+00],#292 //#288 // LAS-5 Scythe
je dmg_Super
cmp [rcx+00],#291 //#287 // LAS-7 Dagger
je dmg_Super
cmp [rcx+00],#98 //#96 // SG-225 Breaker (11)
je dmg_Super
cmp [rcx+00],#41 //#39 // P-4 Senator
je dmg_Super
cmp [rcx+00],#62 //#60 // MG-43 / EXO-45 Gatling / Gatling Turret
je dmg_Super
cmp [rcx+00],#111 //#109 // ARC-03
je dmg_Super
cmp [rcx+00],#9 //#8 // FLAM-40 part 1
je dmg_Super
//cmp [rcx+00],#303 // FLAM-40 part 2 // ground fire shares ID with flame tornados
//je dmg_Super
cmp [rcx+00],#296 //#292 // LAS-98
je dmg_Super
cmp [rcx+00],#222 //#218 // LAS-99 quasar part 1
je dmg_Super
cmp [rcx+00],#223 // LAS-99 quasar part 2
je dmg_Super
cmp [rcx+00],#21 //#19 // RS-422 railgun
je dmg_Super
cmp [rcx+00],#10 //#9 // GL-21 part 1 / mortar shell (turret)
je dmg_Super
cmp [rcx+00],#215 //#212 // GL-21 part 2
je dmg_Super
cmp [rcx+00],#117 //#115 // MG-206 HMG
je dmg_Super
cmp [rcx+00],#131 //#129 // EAT-17 part 1
je dmg_Super
cmp [rcx+00],#184 //#182 // EAT-17 part 2
je dmg_Super
cmp [rcx+00],#221 //#217 // EAT-17 part 3
je dmg_Super
cmp [rcx+00],#143 //#141 // EXO-45 rocket part 1
je dmg_Super
cmp [rcx+00],#229 //#225 // EXO-45 rocket part 2
je dmg_Super
cmp [rcx+00],#89 // break action shotgun
je dmg_Super
cmp [rcx+00],#118 // anti material rifle
je dmg_Super
cmp [rcx+00],#123 // autocannon part 1
je dmg_Super
cmp [rcx+00],#211 // autocannon part 2
je dmg_Super
cmp [rcx+00],#132 // recoil-less rifle part 1
je dmg_Super
cmp [rcx+00],#220 // recoil-less rifle part 2
je dmg_Super
cmp [rcx+00],#145 // javelin rocket part 1
je dmg_Super
cmp [rcx+00],#231 // javelin rocket part 2
je dmg_Super
cmp [rcx+00],#125 // emancipator exo gun part 1
je dmg_Super
cmp [rcx+00],#212 // emancipator exo gun part 2
je dmg_Super
cmp [rcx+00],#126 // pelican weapon part 1
je dmg_Super
cmp [rcx+00],#214 // pelican weapon part 2
je dmg_Super
cmp [rcx+00],#70 // R-63CS Diligence Counter SNiper
je dmg_Super
cmp [rcx+00],#19 //#17 // LAS-16 Sickle
je dmg_Super
cmp [rcx+00],#80 // JAR-5 Dominator
je dmg_Super
cmp [rcx+00],#97 //#95 // SG-225SP Breaker Spray&Pray (16)
je dmg_Super
cmp [rcx+00],#43 // AR-23P Liberator Penetrator
je dmg_Super
cmp [rcx+00],#45 // AR-23C Liberator Concussive
je dmg_Super
cmp [rcx+00],#18 // PLAS-1 Scorcher
je dmg_Super
cmp [rcx+00],#82 // SG-8 Punisher (9)
je dmg_Super
cmp [rcx+00],#93 // SG-8S Slugger (1)
je dmg_Super
cmp [rcx+00],#18 // SG-8P Punisher Plasma (1)
je dmg_Super
cmp [rcx+00],#111 // ARC-12 Blitzer (5)
je dmg_Super
cmp [rcx+00],#97 // SG-225BB Breaker Bugbiter (7)
je dmg_Super
cmp [rcx+00],#98 // SG-225NS Breaker Nailspitter (11)
je dmg_Super
cmp [rcx+00],#99 // SG-255IE Breaker Incendiary (12)
je dmg_Super




// these weapons stay default
cmp [rcx+00],#196 //#194 // G-6 Frag part 1
je dmg_code
cmp [rcx+00],#107 // G-6 Frag part 2
je dmg_code
cmp [rcx+00],#208 //#205 // G-12 High Explosive / G-16 Impact
je dmg_code
cmp [rcx+00],#198 //#195 // G-10 Incendiary
je dmg_code
//cmp [rcx+00],#163 // G-23 Stun
//je dmg_code
//cmp [rcx+00],#196 // G-123 Thermite
//je dmg_code

//orbital laser
cmp [rcx+00],#299
je dmg_code
//303 fire ground dmg

//500kg bomb
cmp [rcx+00],#150
je dmg_code
cmp [rcx+00],#268
je dmg_code

//orbital precision strike
cmp [rcx+00],#156
je dmg_code
cmp [rcx+00],#262
je dmg_code

//orbital railcannon strike
cmp [rcx+00],#157
je dmg_code
cmp [rcx+00],#261
je dmg_code

//orbital 120MM HE barrage
cmp [rcx+00],#155
je dmg_code
cmp [rcx+00],#263
je dmg_code

//orbital 380MM HE barrage identical ID's as precision strike
//cmp [rcx+00],#156
//je dmg_code
//cmp [rcx+00],#262
//je dmg_code

//eagle 110mm rocket pods
cmp [rcx+00],#148
je dmg_code
cmp [rcx+00],#236
je dmg_code

//mortar turret
// 10 identical to GL21 bullet
cmp [rcx+00],#218
je dmg_code

//eagle airstrike
cmp [rcx+00],#138
je dmg_code
cmp [rcx+00],#249
je dmg_code

//eagle clusterbomb
cmp [rcx+00],#224
je dmg_code
// 10 shell

//helldiver pot damage
cmp [rcx+00],#253
je dmg_code

//impact fall damage???
cmp [rcx+00],#282
je dmg_code


jmp dmg_Enemy


dmg_Super:
mov [rcx+0C],#10 // penetration 1
mov [rcx+10],#10 // penetration 2
mov [rcx+14],#10 // penetration 3
mov [rcx+18],#10 // 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_multiplier]
jmp dmg_return

dmg_Enemy:
movd xmm3,[rcx+04]
movd xmm1,[rcx+08]
cvtdq2ps xmm1,xmm1
cvtdq2ps xmm3,xmm3
mulss xmm3, dword ptr [enemydmg_multiplier]
mulss xmm1, dword ptr [enemydmg_multiplier]
jmp dmg_return

dmg_code:
movd xmm3,[rcx+04]
movd xmm1,[rcx+08]
cvtdq2ps xmm1,xmm1
cvtdq2ps xmm3,xmm3
jmp dmg_return


dmg_multiplier:
dd (float)2

admg_multiplier:
dd (float)2

enemydmg_multiplier:
dd (float)0.2


damageMulti:
jmp far dmg_newmem
nop 2
dmg_return:



[DISABLE]

damageMulti:
db 66 0F 6E 59 04 66 0F 6E 49 08 0F 5B C9 0F 5B DB

dealloc(dmg_newmem)

howie0913
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Re: HELLDIVERS 2

Post by howie0913 »

Does the add resource function work? Can't seem to see any visible effect after using it.

drehcaruso
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Re: HELLDIVERS 2

Post by drehcaruso »

gir489 wrote:
Mon Apr 29, 2024 6:48 pm
drehcaruso wrote:
Mon Apr 29, 2024 6:19 pm
edit2: yep everything seem to be working fine! now I'll just wait for a blessed soul to give us a new code for infinite jumppacks and quasars/sickles, and everything seems to be 100% again
Infinite Jetpack:

Code: Select all

// Game Executable   : helldivers2.exe
// Author            : gir489
// Executable Version: 1.8.18735.0
// MD5 Signature     : E087C5451277E6CC21E544AB6FE4932B
// EXE Compile Date  : April 25, 2024 04:05 AM
// Script Date       : April 29, 2024 02:45 PM
[ENABLE]
aobscanmodule(aob_ToTheSky,game.dll,89 04 B9 83 FD 01)
registersymbol(aob_ToTheSky)

aob_ToTheSky:
  nop 3

[DISABLE]
aob_ToTheSky:
  db 89 04 B9

unregistersymbol(aob_ToTheSky)

{
// ORIGINAL CODE - INJECTION POINT: game.dll+5FEBB5

game.dll+5FEB79: 41 8B 04 C8           - mov eax,[r8+rcx*8]
game.dll+5FEB7D: 41 3B C3              - cmp eax,r11d
game.dll+5FEB80: 74 10                 - je game.dll+5FEB92
game.dll+5FEB82: 3B C3                 - cmp eax,ebx
game.dll+5FEB84: 74 10                 - je game.dll+5FEB96
game.dll+5FEB86: FF C2                 - inc edx
game.dll+5FEB88: 41 3B D1              - cmp edx,r9d
game.dll+5FEB8B: 72 E3                 - jb game.dll+5FEB70
game.dll+5FEB8D: E9 81 00 00 00        - jmp game.dll+5FEC13
game.dll+5FEB92: 3B C3                 - cmp eax,ebx
game.dll+5FEB94: 75 7D                 - jne game.dll+5FEC13
game.dll+5FEB96: 41 8B 44 C8 04        - mov eax,[r8+rcx*8+04]
game.dll+5FEB9B: 83 F8 FF              - cmp eax,-01
game.dll+5FEB9E: 74 73                 - je game.dll+5FEC13
game.dll+5FEBA0: 48 8B 4E 38           - mov rcx,[rsi+38]
game.dll+5FEBA4: 8B F8                 - mov edi,eax
game.dll+5FEBA6: 48 8B 0C C1           - mov rcx,[rcx+rax*8]
game.dll+5FEBAA: E8 41 F7 DE FF        - call game.dll+3EE2F0
aob_ToTheSky: 48 8B 4E 48           - mov rcx,[rsi+48]
game.dll+5FEBB3: 8B 00                 - mov eax,[rax]
// ---------- INJECTING HERE ----------
game.dll+5FEBB5: 89 04 B9              - mov [rcx+rdi*4],eax
// ---------- DONE INJECTING  ----------
game.dll+5FEBB8: 83 FD 01              - cmp ebp,01
game.dll+5FEBBB: 75 56                 - jne game.dll+5FEC13
game.dll+5FEBBD: 8B CB                 - mov ecx,ebx
game.dll+5FEBBF: 89 6C 24 30           - mov [rsp+30],ebp
game.dll+5FEBC3: E8 C8 DA 47 00        - call game.dll+A7C690
game.dll+5FEBC8: 48 8B 15 69 63 34 01  - mov rdx,[game.dll+1944F38]
game.dll+5FEBCF: 4C 8D 4C 24 40        - lea r9,[rsp+40]
game.dll+5FEBD4: 48 89 44 24 38        - mov [rsp+38],rax
game.dll+5FEBD9: 0F 28 44 24 30        - movaps xmm0,[rsp+30]
game.dll+5FEBDE: 48 8B 05 03 9D 2A 01  - mov rax,[game.dll+18A88E8]
game.dll+5FEBE5: 66 0F 7F 44 24 40     - movdqa [rsp+40],xmm0
game.dll+5FEBEB: 8B 8A B0 5C 01 00     - mov ecx,[rdx+00015CB0]
game.dll+5FEBF1: 85 C9                 - test ecx,ecx
game.dll+5FEBF3: 89 6C 24 20           - mov [rsp+20],ebp
game.dll+5FEBF7: 4C 8B 50 38           - mov r10,[rax+38]
game.dll+5FEBFB: 44 8D 41 FF           - lea r8d,[rcx-01]
game.dll+5FEBFF: B9 56 E8 EF 30        - mov ecx,30EFE856
game.dll+5FEC04: 45 0F 44 C6           - cmove r8d,r14d
game.dll+5FEC08: 48 81 C2 C0 5C 01 00  - add rdx,00015CC0
game.dll+5FEC0F: 41 FF 52 40           - call qword ptr [r10+40]
}

thank you!!!!!!
FYI: your infinite ammo code doesn't apply to the revolver :D not a big deal tho, it works perfectly for the AMR and primary <3 thank you again

Chenchen
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Re: HELLDIVERS 2

Post by Chenchen »

Could plz get an update on the time cheat?

Fresc1
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Re: HELLDIVERS 2

Post by Fresc1 »

gir489 wrote:
Mon Apr 29, 2024 5:03 pm
Fresc1 wrote:
Mon Apr 29, 2024 2:24 pm
Can u update this table please?? I need the instant charge feature tha it was awesomeeee
I updated the root post with the current table I've been using. It's a mis-mash of features, however, it is not tested.
love u man ty

Pennywise41
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Re: HELLDIVERS 2

Post by Pennywise41 »

Just wanting to know , does the infinite health works? /been tested? in a table that i had earlier the infinite shield worked , but in this table i can't find it at all

maples_letdown
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Re: HELLDIVERS 2

Post by maples_letdown »

Pennywise41 wrote:
Mon Apr 29, 2024 10:45 pm
Just wanting to know , does the infinite health works? /been tested? in a table that i had earlier the infinite shield worked , but in this table i can't find it at all
Use the table above or wait for an update with the final solution.

Dekutheguy
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Re: HELLDIVERS 2

Post by Dekutheguy »

Someone on UC posted a method for infinite medals, xp, req slips, and samples. confirmed working

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