Re: Second Extinction
Posted: Fri Feb 04, 2022 8:16 pm
can you please make an epic games version I beg you
Community Cheat Tables of Cheat Engine
https://fearlessrevolution.com/
Which table? Mine? Did you read that updates for my table are only available to my patrons?shardbearermohg wrote: ↑Sat Oct 29, 2022 7:33 amDoesn't seem to work with the Windows Store version. Infinite Ammo and One Hit Kill can't be activated. Help?
I did. You should remove older tables from the post seeing as they don't work. Also I'm not paying 10 Euros a month just for cheats for one game. Best of luck with that.Akira wrote: ↑Sat Oct 29, 2022 9:37 amWhich table? Mine? Did you read that updates for my table are only available to my patrons?shardbearermohg wrote: ↑Sat Oct 29, 2022 7:33 amDoesn't seem to work with the Windows Store version. Infinite Ammo and One Hit Kill can't be activated. Help?
Well downgrade your game version and they'll work, they are not broken, they are just not for the latest game version.shardbearermohg wrote: ↑Sun Oct 30, 2022 6:35 amI did. You should remove older tables from the post seeing as they don't work. Also I'm not paying 10 Euros a month just for cheats for one game. Best of luck with that.
So his topic should just serve as advertisement? That's against the rules. You can easily downgrade your game version to the table and use it.shardbearermohg wrote: ↑Sun Oct 30, 2022 6:35 amI did. You should remove older tables from the post seeing as they don't work.
These values are floats most of the time and doing a scan for a unknown initial value and then increase/decrease value works just fine normally.tokoy1 wrote: ↑Mon Feb 13, 2023 1:10 pmNot sure if i can ask this here, it's a general questiona about scanning and find values.
How you, experts, find non numeric values like skill cooldown, bullet spread, recoil, and so on?
I know all the "search for unkown values" and "increase/decrease" scan method, but most of this values don't behave like increasing and decreasing, so no help here. A hint would be very nice.
Thanks for your answer Akira.Akira wrote: ↑Mon Feb 13, 2023 4:51 pmThese values are floats most of the time and doing a scan for a unknown initial value and then increase/decrease value works just fine normally.tokoy1 wrote: ↑Mon Feb 13, 2023 1:10 pmNot sure if i can ask this here, it's a general questiona about scanning and find values.
How you, experts, find non numeric values like skill cooldown, bullet spread, recoil, and so on?
I know all the "search for unkown values" and "increase/decrease" scan method, but most of this values don't behave like increasing and decreasing, so no help here. A hint would be very nice.
It can also be that the logic is inversed, like when you expect the value to decrease it could in reality be that it increases.
Like in most games you have Health but some games use instead DamageTaken.
What you can do once you have found a value is find out what accesses it, then you might see something like movss xxm6,[rsi+00000100] so in this example the offset is 100.
Then you can take the address of your value and substract the offset (100) from it, you now have the base address of the class which holds your value.
Now you can open the memory viewer, go to tools and then dissect data/structures, in there paste your calculated address into the input field and click structures and then define new structure, in the next one or two popus just click OK.
Now in here you can look for other values which might be related to the value you have found, it's for example often the case that most weapon values are within the same class.
But for all that stuff are already tutorials available, CE has even a built-in tutorial.
Code: Select all
[ENABLE]
aobscanmodule(aobRP_InMission,SecondExtinction_F.exe,46 01 24 A9 48 8B 0D 72 AF CB 02) // should be unique
alloc(newmem,$1000,aobRP_InMission)
label(code)
label(return)
newmem:
cmp r13,0
jne code
cmp [rcx+r13*4],#999000000
jae code
mov [rcx+r13*4],#999000000
code:
add [rcx+r13*4],r12d
mov rcx,[SecondExtinction_F.exe+3826B20]
jmp return
aobRP_InMission:
jmp newmem
nop 6
return:
registersymbol(aobRP_InMission)
[DISABLE]
aobRP_InMission:
db 46 01 24 A9 48 8B 0D 72 AF CB 02
unregistersymbol(aobRP_InMission)
dealloc(newmem)