[Request]Outpost: Infinity Siege

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Mumpy
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Re: [Request]Outpost: Infinity Siege

Post by Mumpy »

version 2024.0411.20
for 'Outpost infinity siege - Sharing 3.CT'
fix for "inf ammo/material/energy"
Replace 6a8 with 640

RJW
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Re: [Request]Outpost: Infinity Siege

Post by RJW »

semmycoolz wrote:
Sat Apr 20, 2024 6:38 am
can you make for shell ammo unlimited?
This is a crude infinite shell implemented on the basis of BigBear743's previous code. It is effective for twin cannons and tandem heavy artillery.
Works fine in most scenarios, but will cause the game to crash on the fifth wave if you use the Twin Cannon in the second mode of Endless Mode.

Code: Select all

//All assembly scripts are attributed to BigBear743
//https://fearlessrevolution.com/viewtopic.php?t=28374&sid=9e44848c1f9d167c6b55daa80c99008f
//------------------------------------------------ ----------------------------------



[ENABLE]
aobscanmodule(infammoINJECT,U01-Win64-Shipping.exe,CC F3 0F 11 49 08 C3)//bytecode address
alloc(infammonewmem,$100,infammoINJECT)//Allocate memory space

label(infammocode)//Jump label
label(infammoreturn)

infammonewmem:
   //RCX+18 address seems to store the maximum ammunition capacity of a single magazine of the weapon currently in the player's hand
   //If you are holding a firearm, it should generally be 180 (43340000)
   //If you take the turret, it should generally be 1000 (447A0000)
   //447A0000 is the hexadecimal single-precision floating point number format of 1000

   cmp [rcx+18],447A0000//Determine whether the value in the RCX+18 address is 1000
   je infammocode//If it is 1000, jump to the infammocode function

   cmp [rcx+18],41200000//Determine whether the value in the RCX+18 address is 10 (double cannon)
   je infammocode//If it is 10, jump directly to the infammocode function

   cmp [rcx+18],41400000//Determine whether the value in the RCX+18 address is 12 (joint naval gun)
   je infammocode//If it is 12, jump directly to the infammocode function

   movss [rcx+08],xmm1//If it is other values, use the game’s original statement processing
   jmp infammoreturn//Jump to the end position

infammocode://Turrets do not reduce ammo
   movss xmm1,[rcx+18]//Assign the upper limit of ammunition amount to the register
   movss [rcx+08],xmm1//The register is assigned to the current ammunition quantity of the turret
   jmp infammoreturn

infammoINJECT+01:
   jmp infammonewmem//entrance

infammoreturn://end

registersymbol(infammoINJECT)//Register as global

[DISABLE]
infammoINJECT+01://Close modification
   db F3 0F 11 49 08

unregistersymbol(*)
dealloc(*)

{
// Original code - injection point: U01-Win64-Shipping.exe+3CE3650

U01-Win64-Shipping.exe+3CE3642: 48 83 C4 30 - add rsp,30
U01-Win64-Shipping.exe+3CE3646: 41 5F - pop r15
U01-Win64-Shipping.exe+3CE3648: 5F - pop rdi
U01-Win64-Shipping.exe+3CE3649: 5E - pop rsi
U01-Win64-Shipping.exe+3CE364A: C3 - ret
U01-Win64-Shipping.exe+3CE364B: CC - int 3
U01-Win64-Shipping.exe+3CE364C: CC - int 3
U01-Win64-Shipping.exe+3CE364D: CC - int 3
U01-Win64-Shipping.exe+3CE364E: CC - int 3
U01-Win64-Shipping.exe+3CE364F: CC - int 3
// ---------- Inject here ----------
U01-Win64-Shipping.exe+3CE3650: F3 0F 11 49 08 - movss [rcx+08],xmm1
// ---------- Injection completed ----------
U01-Win64-Shipping.exe+3CE3655: C3 - ret
U01-Win64-Shipping.exe+3CE3656: CC - int 3
U01-Win64-Shipping.exe+3CE3657: CC - int 3
U01-Win64-Shipping.exe+3CE3658: CC - int 3
U01-Win64-Shipping.exe+3CE3659: CC - int 3
U01-Win64-Shipping.exe+3CE365A: CC - int 3
U01-Win64-Shipping.exe+3CE365B: CC - int 3
U01-Win64-Shipping.exe+3CE365C: CC - int 3
U01-Win64-Shipping.exe+3CE365D: CC - int 3
U01-Win64-Shipping.exe+3CE365E: CC - int 3
}

justadoggo
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Re: [Request]Outpost: Infinity Siege

Post by justadoggo »

RJW wrote:
Sun Apr 21, 2024 6:43 am
semmycoolz wrote:
Sat Apr 20, 2024 6:38 am
can you make for shell ammo unlimited?
Doesn't seem to work my guy :P

This is a crude infinite shell implemented on the basis of BigBear743's previous code. It is effective for twin cannons and tandem heavy artillery.
Works fine in most scenarios, but will cause the game to crash on the fifth wave if you use the Twin Cannon in the second mode of Endless Mode.

Code: Select all

//All assembly scripts are attributed to BigBear743
//https://fearlessrevolution.com/viewtopic.php?t=28374&sid=9e44848c1f9d167c6b55daa80c99008f
//------------------------------------------------ ----------------------------------



[ENABLE]
aobscanmodule(infammoINJECT,U01-Win64-Shipping.exe,CC F3 0F 11 49 08 C3)//bytecode address
alloc(infammonewmem,$100,infammoINJECT)//Allocate memory space

label(infammocode)//Jump label
label(infammoreturn)

infammonewmem:
   //RCX+18 address seems to store the maximum ammunition capacity of a single magazine of the weapon currently in the player's hand
   //If you are holding a firearm, it should generally be 180 (43340000)
   //If you take the turret, it should generally be 1000 (447A0000)
   //447A0000 is the hexadecimal single-precision floating point number format of 1000

   cmp [rcx+18],447A0000//Determine whether the value in the RCX+18 address is 1000
   je infammocode//If it is 1000, jump to the infammocode function

   cmp [rcx+18],41200000//Determine whether the value in the RCX+18 address is 10 (double cannon)
   je infammocode//If it is 10, jump directly to the infammocode function

   cmp [rcx+18],41400000//Determine whether the value in the RCX+18 address is 12 (joint naval gun)
   je infammocode//If it is 12, jump directly to the infammocode function

   movss [rcx+08],xmm1//If it is other values, use the game’s original statement processing
   jmp infammoreturn//Jump to the end position

infammocode://Turrets do not reduce ammo
   movss xmm1,[rcx+18]//Assign the upper limit of ammunition amount to the register
   movss [rcx+08],xmm1//The register is assigned to the current ammunition quantity of the turret
   jmp infammoreturn

infammoINJECT+01:
   jmp infammonewmem//entrance

infammoreturn://end

registersymbol(infammoINJECT)//Register as global

[DISABLE]
infammoINJECT+01://Close modification
   db F3 0F 11 49 08

unregistersymbol(*)
dealloc(*)

{
// Original code - injection point: U01-Win64-Shipping.exe+3CE3650

U01-Win64-Shipping.exe+3CE3642: 48 83 C4 30 - add rsp,30
U01-Win64-Shipping.exe+3CE3646: 41 5F - pop r15
U01-Win64-Shipping.exe+3CE3648: 5F - pop rdi
U01-Win64-Shipping.exe+3CE3649: 5E - pop rsi
U01-Win64-Shipping.exe+3CE364A: C3 - ret
U01-Win64-Shipping.exe+3CE364B: CC - int 3
U01-Win64-Shipping.exe+3CE364C: CC - int 3
U01-Win64-Shipping.exe+3CE364D: CC - int 3
U01-Win64-Shipping.exe+3CE364E: CC - int 3
U01-Win64-Shipping.exe+3CE364F: CC - int 3
// ---------- Inject here ----------
U01-Win64-Shipping.exe+3CE3650: F3 0F 11 49 08 - movss [rcx+08],xmm1
// ---------- Injection completed ----------
U01-Win64-Shipping.exe+3CE3655: C3 - ret
U01-Win64-Shipping.exe+3CE3656: CC - int 3
U01-Win64-Shipping.exe+3CE3657: CC - int 3
U01-Win64-Shipping.exe+3CE3658: CC - int 3
U01-Win64-Shipping.exe+3CE3659: CC - int 3
U01-Win64-Shipping.exe+3CE365A: CC - int 3
U01-Win64-Shipping.exe+3CE365B: CC - int 3
U01-Win64-Shipping.exe+3CE365C: CC - int 3
U01-Win64-Shipping.exe+3CE365D: CC - int 3
U01-Win64-Shipping.exe+3CE365E: CC - int 3
}

RJW
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Re: [Request]Outpost: Infinity Siege

Post by RJW »

justadoggo wrote:
Sun Apr 21, 2024 6:58 am
RJW wrote:
Sun Apr 21, 2024 6:43 am
semmycoolz wrote:
Sat Apr 20, 2024 6:38 am
can you make for shell ammo unlimited?
Doesn't seem to work my guy :P

This is a crude infinite shell implemented on the basis of BigBear743's previous code. It is effective for twin cannons and tandem heavy artillery.
Works fine in most scenarios, but will cause the game to crash on the fifth wave if you use the Twin Cannon in the second mode of Endless Mode.

Code: Select all

//All assembly scripts are attributed to BigBear743
//https://fearlessrevolution.com/viewtopic.php?t=28374&sid=9e44848c1f9d167c6b55daa80c99008f
//------------------------------------------------ ----------------------------------



[ENABLE]
aobscanmodule(infammoINJECT,U01-Win64-Shipping.exe,CC F3 0F 11 49 08 C3)//bytecode address
alloc(infammonewmem,$100,infammoINJECT)//Allocate memory space

label(infammocode)//Jump label
label(infammoreturn)

infammonewmem:
   //RCX+18 address seems to store the maximum ammunition capacity of a single magazine of the weapon currently in the player's hand
   //If you are holding a firearm, it should generally be 180 (43340000)
   //If you take the turret, it should generally be 1000 (447A0000)
   //447A0000 is the hexadecimal single-precision floating point number format of 1000

   cmp [rcx+18],447A0000//Determine whether the value in the RCX+18 address is 1000
   je infammocode//If it is 1000, jump to the infammocode function

   cmp [rcx+18],41200000//Determine whether the value in the RCX+18 address is 10 (double cannon)
   je infammocode//If it is 10, jump directly to the infammocode function

   cmp [rcx+18],41400000//Determine whether the value in the RCX+18 address is 12 (joint naval gun)
   je infammocode//If it is 12, jump directly to the infammocode function

   movss [rcx+08],xmm1//If it is other values, use the game’s original statement processing
   jmp infammoreturn//Jump to the end position

infammocode://Turrets do not reduce ammo
   movss xmm1,[rcx+18]//Assign the upper limit of ammunition amount to the register
   movss [rcx+08],xmm1//The register is assigned to the current ammunition quantity of the turret
   jmp infammoreturn

infammoINJECT+01:
   jmp infammonewmem//entrance

infammoreturn://end

registersymbol(infammoINJECT)//Register as global

[DISABLE]
infammoINJECT+01://Close modification
   db F3 0F 11 49 08

unregistersymbol(*)
dealloc(*)

{
// Original code - injection point: U01-Win64-Shipping.exe+3CE3650

U01-Win64-Shipping.exe+3CE3642: 48 83 C4 30 - add rsp,30
U01-Win64-Shipping.exe+3CE3646: 41 5F - pop r15
U01-Win64-Shipping.exe+3CE3648: 5F - pop rdi
U01-Win64-Shipping.exe+3CE3649: 5E - pop rsi
U01-Win64-Shipping.exe+3CE364A: C3 - ret
U01-Win64-Shipping.exe+3CE364B: CC - int 3
U01-Win64-Shipping.exe+3CE364C: CC - int 3
U01-Win64-Shipping.exe+3CE364D: CC - int 3
U01-Win64-Shipping.exe+3CE364E: CC - int 3
U01-Win64-Shipping.exe+3CE364F: CC - int 3
// ---------- Inject here ----------
U01-Win64-Shipping.exe+3CE3650: F3 0F 11 49 08 - movss [rcx+08],xmm1
// ---------- Injection completed ----------
U01-Win64-Shipping.exe+3CE3655: C3 - ret
U01-Win64-Shipping.exe+3CE3656: CC - int 3
U01-Win64-Shipping.exe+3CE3657: CC - int 3
U01-Win64-Shipping.exe+3CE3658: CC - int 3
U01-Win64-Shipping.exe+3CE3659: CC - int 3
U01-Win64-Shipping.exe+3CE365A: CC - int 3
U01-Win64-Shipping.exe+3CE365B: CC - int 3
U01-Win64-Shipping.exe+3CE365C: CC - int 3
U01-Win64-Shipping.exe+3CE365D: CC - int 3
U01-Win64-Shipping.exe+3CE365E: CC - int 3
}

At least in my tests, it works, here's a video demonstrating the effect:[Link]

tienle.1996
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Re: [Request]Outpost: Infinity Siege

Post by tienle.1996 »

is there any way we can tamper with gears in this game ? like force spawn or force the reward in infinity siege mode to keep giving us gears ? each wave you defense the core will pump up some gears like gun parts, body gears, I wonder is it possible to make it keep pumping out gears without having to finish the defense.

raze_101
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Re: [Request]Outpost: Infinity Siege

Post by raze_101 »

What I would like the most right now would be a way to max out the levels of all the squad members, I really do not want to grind all of that exp. is there a way to edit our save file to make all squad members lvl 30 or something? not just exp increase during a mission?

Thank you everyone for all you do for this community, it is appreciated.

tienle.1996
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Re: [Request]Outpost: Infinity Siege

Post by tienle.1996 »

raze_101 wrote:
Thu Apr 25, 2024 6:52 pm
What I would like the most right now would be a way to max out the levels of all the squad members, I really do not want to grind all of that exp. is there a way to edit our save file to make all squad members lvl 30 or something? not just exp increase during a mission?

Thank you everyone for all you do for this community, it is appreciated.
there some trainer give you xp boost, but only one operative at a time, and you can just skip ahead to make it fast.

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Re: [Request]Outpost: Infinity Siege

Post by lexore »

is possible to update ? ^^

tienle.1996
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Re: [Request]Outpost: Infinity Siege

Post by tienle.1996 »

Zylli42 wrote:
Sat Apr 06, 2024 8:54 pm
kreigs wrote:
Fri Apr 05, 2024 11:09 am
Zylli42 wrote:
Thu Apr 04, 2024 12:47 am
I was able to get free XEN reforging. The reforge value was easy to find. Then, I did a search for 1 or 0 to indicate the reforge button could be pressed. I can provide more detailed instructions if someone wants. The game was unstable and crashed after moving to other menus.
can you teach me how to do that, i have found the reforge value, but dont know how to find the value of the reforge button, it should be a bool value so should i search for Byte type?
I left it as a 4 byte search, alternating between 1 and 0 depending on if the green button was lit or not.

Go to the lowest reforge rarity, insert an item to light up the button, then search for 1. Lower the item to 0 then search for 0. After repeating that process several times, you end up with about 12 addresses. Do one reforge on the low rarity and you will see one or two values that don't change when the reward screen is up. The ones that do change to 0, I kept in the address list.

It may also help to do a rarity which requires 2 of the item you're using so you're alternating between 1 and 2 to trigger the boolean.

I made a macro bound to the same key for each to set the value to 720 for the reforge value and 1 for the booleans. The button stays grey but you can still click it and get 5 rewards.
ok thank you i got it to work, I first found the address of the forge buttons, by going 1, 0 and 5
then I am not sure which one so i put all of them to 5.
then i found the 2 addresses of the required xen points put them to 600 and i can keep spamming xen re-forge.... this is a game changer.

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Re: [Request]Outpost: Infinity Siege

Post by semmycoolz »

BigBear743 wrote:
Sun Mar 31, 2024 6:14 am
This game make me remember a similar one played back in 2009, quite some memories.
I tried to make the player infinite ammo, as long as your gun max ammo is 180 it should work :?
Will add more option later, just wanna see if this a good direction to approach the game :?
=============================
3/31/24
This is is tough for me, until we have a better CE expert, there's some crabby script that I made :?
Infinite Ammo (Current bullet in the gun)
Infinite Trait Points
Infinite Ammo Reserve (reloading not reducing amount of reserve ammo)
Warehouse Item Quantity Pointer (mouse over item to get their quantity - I freeze the value as 99 and so far game running smooth, this script good for making gold)
=============================
4/7/24
New table with No cooldown script (anything on the battle field except your gun shooting cooldown)
=============================
4/8/24
New constructed table, as right now, best function is infinite ammo for guns (players and turret), more will come once I recover from the shock :?
viewtopic.php?p=346620#p346620
=============================
4/9/24
Finally I recovered the infinite ammo for player and turret, you can shoot continuosly now, hopefully there'll be no more crash :?
=============================
4/13/24
Another table added, only 3 options
Infinite Ammo, Material, Energy
No Cooldown Skill
Item Quantity Pointer
Deactivate ALL SCRIPTS before getting into any loading screen (i.e. finish a mission, going to a mission,etc.). See this post if you want some extra understanding about how these scripts work viewtopic.php?p=347520#p347520
==============================
Can you make "no cooldown Skill" for the new update? its not working for the new update V20240425

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Re: [Request]Outpost: Infinity Siege

Post by Kinglink »

is it possible to find the hex code for the paints to get the fearless vanguard paint unlocked?

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Re: [Request]Outpost: Infinity Siege

Post by TheSaviour »

Inf ammo/mat/energy don't seem to work on latest

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