Filtering Out Players From a Script
Posted: Thu Apr 27, 2017 1:44 pm
Hey everyone. Had a question regarding running a script on enemies only. I've got a 1-hit-kill script I got working in ME: Andromeda that only affects enemies and not the player because the data structure for players/enemies has a byte that I compare that differentiates the two. For instance, [rbx-80] will contain the HP of all players/enemies when the HP decrease function is being run. And I found [rbx-40] to be either 0 (player) or 60 (enemy), and that is always true. So with that, I can run a cmp in my script for enemies and player and so on.
I've run into a little problem for a different hack, however. I'm attempting to edit coordinates for all enemies and exclude players from script. Problem is the method I used before can't be used again. The data structure for players/enemies does not have any unique comparisons I can do between the two groups. I've done -1000 bytes to 4096 bytes past the referenced coordinates, and there's nothing that stands out or stays constant between game restarts. On top of that there isn't really unique assembly code that only works on enemies vs. the player, it runs for all entities in the current world.
Are there any alternate methods anyone can think of for removing players from being affected by a script? I thought about referencing the 1-hit-kill hack from before and using the byte comparison used previously, but of course that function is used at a different condition and rate than xyz updates so that wouldn't work. Any ideas?
I've run into a little problem for a different hack, however. I'm attempting to edit coordinates for all enemies and exclude players from script. Problem is the method I used before can't be used again. The data structure for players/enemies does not have any unique comparisons I can do between the two groups. I've done -1000 bytes to 4096 bytes past the referenced coordinates, and there's nothing that stands out or stays constant between game restarts. On top of that there isn't really unique assembly code that only works on enemies vs. the player, it runs for all entities in the current world.
Are there any alternate methods anyone can think of for removing players from being affected by a script? I thought about referencing the 1-hit-kill hack from before and using the byte comparison used previously, but of course that function is used at a different condition and rate than xyz updates so that wouldn't work. Any ideas?