[Request] After The Fall

Ask about cheats/tables for single player games here
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SoggyCow
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Re: [Request] After The Fall

Post by SoggyCow »

heymanjack wrote:
Mon Dec 20, 2021 3:19 pm
I think it's possible to turn off the anti walk through walls via cheat engine because you can actually glitch it to walk through SOME walls in the game. If we can do it, it would be very easy to run through levels and get a floppy
i think just pressing a button and teleporting to the end of Skin Row map would be most efficient to spam red floppies

Iterer
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Re: [Request] After The Fall

Post by Iterer »

SoggyCow wrote:
Mon Dec 20, 2021 3:45 pm
heymanjack wrote:
Mon Dec 20, 2021 3:19 pm
I think it's possible to turn off the anti walk through walls via cheat engine because you can actually glitch it to walk through SOME walls in the game. If we can do it, it would be very easy to run through levels and get a floppy
i think just pressing a button and teleporting to the end of Skin Row map would be most efficient to spam red floppies
I think it's triggers you have to kill the boss & then press the button. Not just pressing the end button.

SoggyCow
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Re: [Request] After The Fall

Post by SoggyCow »

Iterer wrote:
Mon Dec 20, 2021 4:00 pm
SoggyCow wrote:
Mon Dec 20, 2021 3:45 pm
heymanjack wrote:
Mon Dec 20, 2021 3:19 pm
I think it's possible to turn off the anti walk through walls via cheat engine because you can actually glitch it to walk through SOME walls in the game. If we can do it, it would be very easy to run through levels and get a floppy
i think just pressing a button and teleporting to the end of Skin Row map would be most efficient to spam red floppies
I think it's triggers you have to kill the boss & then press the button. Not just pressing the end button.
naw it works just fine. ive been glitching through the end door and pressing the button without killing the boss.
ive been speed running by door glitching and got my games down to 9m40sec, but teleporting would save a lottttt of time.

heymanjack
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Re: [Request] After The Fall

Post by heymanjack »

Iterer wrote:
Mon Dec 20, 2021 4:00 pm
SoggyCow wrote:
Mon Dec 20, 2021 3:45 pm
heymanjack wrote:
Mon Dec 20, 2021 3:19 pm
I think it's possible to turn off the anti walk through walls via cheat engine because you can actually glitch it to walk through SOME walls in the game. If we can do it, it would be very easy to run through levels and get a floppy
i think just pressing a button and teleporting to the end of Skin Row map would be most efficient to spam red floppies
I think it's triggers you have to kill the boss & then press the button. Not just pressing the end button.
No it doesn't. Glitchers have already bypassed the boss fight by glitching through walls. All you need is to press the red button on the last room

Iterer
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Re: [Request] After The Fall

Post by Iterer »

Useful info :

Code: Select all

        [Token(Token = "0x20003D2")]
	[Serializable]
	public enum ESpawnableItemTypes
	{
		// Token: 0x04001065 RID: 4197
		[Token(Token = "0x4001065")]
		JunkItem,
		// Token: 0x04001066 RID: 4198
		[Token(Token = "0x4001066")]
		Ammo,
		// Token: 0x04001067 RID: 4199
		[Token(Token = "0x4001067")]
		GeneratorFuelCell,
		// Token: 0x04001068 RID: 4200
		[Token(Token = "0x4001068")]
		MeleeWeapon,
		// Token: 0x04001069 RID: 4201
		[Token(Token = "0x4001069")]
		GrabbableItem,
		// Token: 0x0400106A RID: 4202
		[Token(Token = "0x400106A")]
		ExplosiveItem,
		// Token: 0x0400106B RID: 4203
		[Token(Token = "0x400106B")]
		Gun,
		// Token: 0x0400106C RID: 4204
		[Token(Token = "0x400106C")]
		BoosterItem,
		// Token: 0x0400106D RID: 4205
		[Token(Token = "0x400106D")]
		KeyHeadItem,
		// Token: 0x0400106E RID: 4206
		[Token(Token = "0x400106E")]
		FloppyDiskItem,
		// Token: 0x0400106F RID: 4207
		[Token(Token = "0x400106F")]
		CoinItem,
		// Token: 0x04001070 RID: 4208
		[Token(Token = "0x4001070")]
		FlamethrowerDevice,
		// Token: 0x04001071 RID: 4209
		[Token(Token = "0x4001071")]
		MissileDevice,
		// Token: 0x04001072 RID: 4210
		[Token(Token = "0x4001072")]
		PunchDevice
	}
Floppydisk id 9 + items have uniqueId for networking purpose ofc.

bigsuika
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Re: [Request] After The Fall

Post by bigsuika »

Thank you for your production!
I want to fight zombies alone, unlock weapon damage skins. the AI always loot monsters, is it possible to cancel the invincibility of the AI. keep only your own invincibility.

Fluffy373
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Re: [Request] After The Fall

Post by Fluffy373 »

Iterer wrote:
Mon Dec 20, 2021 4:52 pm
Useful info :

Code: Select all

        [Token(Token = "0x20003D2")]
	[Serializable]
	public enum ESpawnableItemTypes
	{
		// Token: 0x04001065 RID: 4197
		[Token(Token = "0x4001065")]
		JunkItem,
		// Token: 0x04001066 RID: 4198
		[Token(Token = "0x4001066")]
		Ammo,
		// Token: 0x04001067 RID: 4199
		[Token(Token = "0x4001067")]
		GeneratorFuelCell,
		// Token: 0x04001068 RID: 4200
		[Token(Token = "0x4001068")]
		MeleeWeapon,
		// Token: 0x04001069 RID: 4201
		[Token(Token = "0x4001069")]
		GrabbableItem,
		// Token: 0x0400106A RID: 4202
		[Token(Token = "0x400106A")]
		ExplosiveItem,
		// Token: 0x0400106B RID: 4203
		[Token(Token = "0x400106B")]
		Gun,
		// Token: 0x0400106C RID: 4204
		[Token(Token = "0x400106C")]
		BoosterItem,
		// Token: 0x0400106D RID: 4205
		[Token(Token = "0x400106D")]
		KeyHeadItem,
		// Token: 0x0400106E RID: 4206
		[Token(Token = "0x400106E")]
		FloppyDiskItem,
		// Token: 0x0400106F RID: 4207
		[Token(Token = "0x400106F")]
		CoinItem,
		// Token: 0x04001070 RID: 4208
		[Token(Token = "0x4001070")]
		FlamethrowerDevice,
		// Token: 0x04001071 RID: 4209
		[Token(Token = "0x4001071")]
		MissileDevice,
		// Token: 0x04001072 RID: 4210
		[Token(Token = "0x4001072")]
		PunchDevice
	}
Floppydisk id 9 + items have uniqueId for networking purpose ofc.
Can you change coin item to floppy disk item? Is that possible

dengdream
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Re: [Request] After The Fall

Post by dengdream »

How to make shotgun no reload?

nowind77
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Re: [Request] After The Fall how to use this

Post by nowind77 »

Iterer wrote:
Mon Dec 20, 2021 4:52 pm
Useful info :

Code: Select all

        [Token(Token = "0x20003D2")]
	[Serializable]
	public enum ESpawnableItemTypes
	{
		// Token: 0x04001065 RID: 4197
		[Token(Token = "0x4001065")]
		JunkItem,
		// Token: 0x04001066 RID: 4198
		[Token(Token = "0x4001066")]
		Ammo,
		// Token: 0x04001067 RID: 4199
		[Token(Token = "0x4001067")]
		GeneratorFuelCell,
		// Token: 0x04001068 RID: 4200
		[Token(Token = "0x4001068")]
		MeleeWeapon,
		// Token: 0x04001069 RID: 4201
		[Token(Token = "0x4001069")]
		GrabbableItem,
		// Token: 0x0400106A RID: 4202
		[Token(Token = "0x400106A")]
		ExplosiveItem,
		// Token: 0x0400106B RID: 4203
		[Token(Token = "0x400106B")]
		Gun,
		// Token: 0x0400106C RID: 4204
		[Token(Token = "0x400106C")]
		BoosterItem,
		// Token: 0x0400106D RID: 4205
		[Token(Token = "0x400106D")]
		KeyHeadItem,
		// Token: 0x0400106E RID: 4206
		[Token(Token = "0x400106E")]
		FloppyDiskItem,
		// Token: 0x0400106F RID: 4207
		[Token(Token = "0x400106F")]
		CoinItem,
		// Token: 0x04001070 RID: 4208
		[Token(Token = "0x4001070")]
		FlamethrowerDevice,
		// Token: 0x04001071 RID: 4209
		[Token(Token = "0x4001071")]
		MissileDevice,
		// Token: 0x04001072 RID: 4210
		[Token(Token = "0x4001072")]
		PunchDevice
	}
Floppydisk id 9 + items have uniqueId for networking purpose ofc.

smurphy
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Re: [Request] After The Fall

Post by smurphy »

Hi,

can anyone explain how got glitch through the door and bypass the boss enemy.
I have seen it several times but i did not get it how do do it.

Regards
Smurphy

lenniepie
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Re: [Request] After The Fall

Post by lenniepie »

I know of two methods but I'm only successful with one and not the other.

For the first method, use snap turn and teleport. Stand sideways at the door and lean your head toward the door as close as you can before it goes black, then pull down the R-stick for 180 degrees snap turn. Once you do that, you'll be able to lean a little closer to the door without going black. Repeat the 180 degrees turn and lean closer and closer, until you can actually see the other side and teleport out.

There is a second method where you face the door, lean close, make two turns in some directions and then face the door backward, then the "anti-cheat" (as the devs call it) will teleport you back out of the door but it puts you on the "wrong" side which is the other side. I couldn't get this one to work but most people seem to be doing this.

There might even be a third method involving smooth locomotion. I saw some people do it very, very quickly and it seems as if they just walked right through the door facing forward the whole time.

smurphy
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Re: [Request] After The Fall

Post by smurphy »

I has been successful with your Version one and three. With version one teleporting is not nessessary. When you are in the other side you can just walk.

In Version 3 you have to face close to the door and then you have to quickly switch the right right stick between left and right. So you are doing 30 degree left and right. While doing this lean forward more and more and pass the door. Easy

Fluffy373
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Re: [Request] After The Fall

Post by Fluffy373 »

i like how we got godmode and you guys are discussing door glitches

Fluffy373
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Re: [Request] After The Fall

Post by Fluffy373 »

Fluffy373 wrote:
Thu Dec 23, 2021 2:45 am
i like how we got godmode and you guys are discussing door glitches
EDIT: accidently double posted

what we really need..
shotgun chamber ammo locked.
zombies to drop floppies instead of harvest?

Iterer
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Re: [Request] After The Fall

Post by Iterer »

Code: Select all

// Vertigo.Snowbreed.Client.ClientPlayerCheckpointGameSystem
// Token: 0x06004F2A RID: 20266 RVA: 0x00002050 File Offset: 0x00000250
[Token(Token = "0x6004F2A")]
[Address(RVA = "0x8DADE0", Offset = "0x8DA1E0", VA = "0x1808DADE0")]
private void TeleportPlayer(Entity pawn, Vector3 position, Quaternion rotation)
{
}
Maybe useful ?

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