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Re: HELLDIVERS 2
Posted: Tue Apr 02, 2024 7:49 pm
by maxrtadas
I feel bad asking because I probably didn't skim the thread enough. Don't want to get a red note on account just because I was lazy and annoyed.
Will this flag an account if used? Personally only want to use it once briefly to max out on resources (medals+samples) or getting every item unlocked.
Saw someone say you got booted after 3 ish min, if it just closes that's great.
And, is there a table that can do it? Saw Zod's table for damage but didn't see unlocks.
Re: HELLDIVERS 2
Posted: Tue Apr 02, 2024 7:54 pm
by sickvoodoo
maxrtadas wrote: ↑Tue Apr 02, 2024 7:49 pm
I feel bad asking because I probably didn't skim the thread enough. Don't want to get a red note on account just because I was lazy and annoyed.
Will this flag an account if used? Personally only want to use it once briefly to max out on resources (medals+samples) or getting every item unlocked.
Saw someone say you got booted after 3 ish min, if it just closes that's great.
And, is there a table that can do it? Saw Zod's table for damage but didn't see unlocks.
I was running ZoDDeL's table the past few days for
HOURS at a time... likely due to someone else's poopy table/code?
Re: HELLDIVERS 2
Posted: Tue Apr 02, 2024 8:29 pm
by maxrtadas
sickvoodoo wrote: ↑Tue Apr 02, 2024 7:54 pm
maxrtadas wrote: ↑Tue Apr 02, 2024 7:49 pm
Saw someone say you got booted after 3 ish min, if it just closes that's great.
And, is there a table that can do it? Saw Zod's table for damage but didn't see unlocks.
I was running ZoDDeL's table the past few days for
HOURS at a time... likely due to someone else's poopy table/code?
Wasn't what I was referring to. Was mentioning Zod's since it seems to work, but I don't think it has resources / full unlocks buttons(?).
The booting mention was in regards to what the countermeasure would be from the game, if the account got marked or w/e if it detected it.
Re: HELLDIVERS 2
Posted: Tue Apr 02, 2024 8:35 pm
by ZoDDeL
ScherzicScherzo wrote: ↑Tue Apr 02, 2024 6:17 pm
Can the values for the Speedhack be changed so you could run at Light Armor speed while wearing Medium or Heavy? Or rather,
are they editable.
![Image](https://i.imgur.com/Cv6qS4l.png)
edit the values after the (float)
1 is default value.
translated to armor speed values>
1 = 500 speed on most medium armor.
1.10 = 550 speed (trailblazer scout armor)
0.90 = 450 speed on heavy armors
you can just change the value 3(in line 29 and line 36) to 1.10 and every armor you wear is same speed as trailblazer scout.
soggybread42 wrote: ↑Tue Apr 02, 2024 6:24 pm
Can we separate the damage script and god mode script? I took out the godmode script, but I am still invincible... I think it has to do with the enemy attack values being modified, or rather the codes might have changed messing up the script. I deleted that section and was getting killed instantly by bugs.. How could I mend this?
i wont split it.
if you dont want it you can change it easy.
search the line
// not whitelisted attacks / enemy attacks
and put a jump above it like this
Code: Select all
jmp code
// not whitelisted attacks / enemy attacks
this will prevent the 0 damage code below to get executed. all enemies and non whitelisted stuff does default damage.
and you can delete the godmode on top.
delete all from
here:
to here including the _return:
maxrtadas wrote: ↑Tue Apr 02, 2024 7:49 pm
I feel bad asking because I probably didn't skim the thread enough. Don't want to get a red note on account just because I was lazy and annoyed.
Will this flag an account if used? Personally only want to use it once briefly to max out on resources (medals+samples) or getting every item unlocked.
Saw someone say you got booted after 3 ish min, if it just closes that's great.
And, is there a table that can do it? Saw Zod's table for damage but didn't see unlocks.
we dont know. currently there are no bans. but could be in the future.
when you get detected for cheating your game just closes with a little popup window error 1013 hack detected.
medals are serverside. you cant cheat them.
samples can be cheated but they put in some checks if you got too much in your mission they will set down to 0 after missions ends.
you cannot unlock items with cheats because your profile is hosted online.
you can temporal access weapons, armors, strategems with a cheat but this wont stay.
you can level fast with cheats and farm yellow credits/ blue premium credits /Medals to unlock a bunch of stuff.
i wont add samples and "unlock" cheats to my table. i dont like them. too much unpredictable risks and glitch/profile breaking potential.
Re: HELLDIVERS 2
Posted: Tue Apr 02, 2024 8:39 pm
by maxrtadas
ZoDDeL wrote: ↑Tue Apr 02, 2024 8:35 pm
we dont know. currently there are no bans. but could be in the future.
when you get detected for cheating your game just closes with a little popup window error 1013 hack detected.
medals are serverside. you cant cheat them.
samples can be cheated but they put in some checks if you got too much in your mission they will set down to 0 after missions ends.
you cannot unlock items with cheats because your profile is hosted online.
you can temporal access weapons, armors, strategems with a cheat but this wont stay.
you can level fast with cheats and farm yellow credits/ blue premium credits /Medals to unlock a bunch of stuff.
i wont add samples and "unlock" cheats to my table. i dont like them. too much unpredictable risks and glitch/profile breaking potential.
Thank you for the reply!
Re: HELLDIVERS 2
Posted: Tue Apr 02, 2024 8:46 pm
by Catalin.Andrey98
Hi
i have a small problem can anyone help me
i have this script for stealth extra damage
[ENABLE]
aobscanmodule(ohk,game.dll,89 87 44 64 00 00)
registersymbol(ohk)
alloc(newmem,$1000,ohk)
alloc(number,4)
label(code)
label(enemy)
label(return)
label(Pcheck)
number:
dd 0
newmem:
cmp [rdi+B38],A
jne enemy
Pcheck:
movss [number],xmm0
cmp [number],42fa0000
ja enemy
jmp code
enemy:
mov [rdi+00006444],0
jmp return
code:
mov [rdi+00006444],eax
jmp return
ohk:
jmp newmem
nop
return:
[DISABLE]
ohk:
db 89 87 44 64 00 00
unregistersymbol(ohk)
dealloc(newmem)
and when i try to turn it on is telling me this
This script uses nearby allocation but it is impossible to allocate nearby 18073FD85. Please rewrite the script to function without nearby allocation. Try executing the script anyhow and allocate on a region outside reach of 2GB? (The target will crash if the script was not designed with this failure in mind)
adn if i press yes and turn on the script and the game crashes wehn i deal damage
does anyone knows how to fix it ?
Thank you in advance if anyone will help
Re: HELLDIVERS 2
Posted: Tue Apr 02, 2024 9:52 pm
by itskwan66
ZoDDeL wrote: ↑Tue Apr 02, 2024 3:04 pm
UPDATE
another table fix...
fixed a bunch of weapon ID's but not all.
open super damage script and check yourself what weapons are whitelisted for now.
also excluded anything that i didnt update to prevent glitches or give enemy attacks super damage.
for those who are interested what happened.
the game devs updated several weapons and this increased the ID values by 1, 2, 3 or 4 (4byte decimal)
there is no real pattern so i have to check every weapon and this takes time because i have to dive on a planet for every weapon (except stratems).
so currently i only updated the weapons i like / i think are the most usefull with damage hack (high firerate, splash/explosive damage).
as always table linked in signature
Just wanna say solid work you've done.
Weapon IDs were increased by 2, have fixed them and tested some but not all.
Credits go to HDPhoenix for the list he compiled on UC.
Code: Select all
[ENABLE]
aobscanmodule(superDMG,game.dll,66 0F 6E 59 04 66 0F 6E 49 08 0F 5B C9 0F 5B DB) // should be unique
alloc(newmem,$1000)
label(code)
label(return)
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 super
cmp [rcx+00],#45 // AR-23P Liberator Penetrator
je super
cmp [rcx+00],#47 // AR-23C Liberator Concussive
je super
cmp [rcx+00],#24//#22 // P-2 Peacemaker / P-19 Redeemer
je super
cmp [rcx+00],#288 // LAS-5 Scythe
je super
cmp [rcx+00],#19 // LAS-16 Sickle
je super
cmp [rcx+00],#20 // PLAS-1 Scorcher
je super
cmp [rcx+00],#25 // MP-98 Knight
je super
cmp [rcx+00],#33 // SMG-37 Defender
je super
cmp [rcx+00],#84 // SG-8 Punisher (9)
je super
cmp [rcx+00],#95 // SG-8S Slugger (1)
je super
cmp [rcx+00],#20 // SG-8P Punisher Plasma (1)
je super
cmp [rcx+00],#113 // ARC-12 Blitzer (5)
je super
cmp [rcx+00],#98 //#96 // SG-225 Breaker (11)
je super
cmp [rcx+00],#97 // SG-225SP Breaker Spray&Pray (16)
je super
cmp [rcx+00],#99 // SG-225BB Breaker Bugbiter (7)
je super
cmp [rcx+00],#100 // SG-225NS Breaker Nailspitter (11)
je super
cmp [rcx+00],#101 // SG-255IE Breaker Incendiary (12)
je super
cmp [rcx+00],#289 // LAS-7 Dagger
je super
cmp [rcx+00],#41 //#39 // P-4 Senator
je super
cmp [rcx+00],#62 //#60 // MG-43 / EXO-45 Gatling
je super
cmp [rcx+00],#111 //#109 // ARC-03
je super
cmp [rcx+00],#9 //#8 // FLAM-40 part 1
je super
cmp [rcx+00],#303 // FLAM-40 part 2
je super
cmp [rcx+00],#296 //#292 // LAS-98
je super
cmp [rcx+00],#21 //#19 // RS-422 railgun
je super
cmp [rcx+00],#220 // LAS-99 quasar
je super
cmp [rcx+00],#10 //#9 // GL-21 part 1
je super
cmp [rcx+00],#215 //#212 // GL-21 part 2
je super
cmp [rcx+00],#117 //#115 // MG-206 HMG
je super
cmp [rcx+00],#131 //#129 // EAT-17 part 1
je super
cmp [rcx+00],#184 //#182 // EAT-17 part 2
je super
cmp [rcx+00],#221 //#217 // EAT-17 part 3
je super
cmp [rcx+00],#143 //#141 // EXO-45 rocket part 1
je super
cmp [rcx+00],#229 //#225 // EXO-45 rocket part 2
je super
cmp [rcx+00],#89 // break action shotgun
je super
cmp [rcx+00],#118 // anti material rifle
je super
cmp [rcx+00],#317 // anti material rifle
je super
// experimental
//cmp [rcx+00],#126 // pelican weapon one
//je super
//cmp [rcx+00],#214 // pelican weapon two
//je super
// these weapons stay default
cmp [rcx+00],#194 // G-6 Frag
je code
cmp [rcx+00],208 //#205 // G-12 High Explosive / G-16 Impact
je code
cmp [rcx+00],#198 //#195 // G-10 Incendiary
je code
cmp [rcx+00],#165 // G-23 Stun
je code
cmp [rcx+00],#198 // G-123 Thermite
je code
// not whitelisted attacks / enemy attacks
cmp [rcx+04],#0
je code
mov [rcx+04],#0
mov [rcx+08],#0
mov [rcx+0C],#0
mov [rcx+10],#0
mov [rcx+14],#0
jmp code
super:
cmp [rcx+04],#7777
je code
mov [rcx+04],#7777 // weapon damage
mov [rcx+08],#7777 // armor damage
mov [rcx+0C],#7777 // penetration 1
mov [rcx+10],#7777 // penetration 2
mov [rcx+14],#7777 // penetration 3
jmp code
code:
movd xmm3,[rcx+04]
movd xmm1,[rcx+08]
cvtdq2ps xmm1,xmm1
cvtdq2ps xmm3,xmm3
jmp return
superDMG:
jmp far newmem
nop 2
return:
[DISABLE]
Re: HELLDIVERS 2
Posted: Tue Apr 02, 2024 9:53 pm
by itskwan66
[Double posted by accident.]
Re: HELLDIVERS 2
Posted: Tue Apr 02, 2024 10:49 pm
by wilsondgonzales
anyone know the weapon id for autocannon?
Re: HELLDIVERS 2
Posted: Tue Apr 02, 2024 11:27 pm
by s4boi
Its better that you use Zodd's Super damage script.
The one that you have posted is an old script that was sudo super damage- It doesnt boost the damage of the weapons, rather it reduces health of the mobs to 0. It doesnt bypass any type of armor too.
Zodd's is actually super damage script, it boosts weapon damage so it ignores all types of armors.
Re: HELLDIVERS 2
Posted: Wed Apr 03, 2024 12:20 am
by Dekutheguy
New stratagems got added that aren't being tagged by the unlock all stratagems script, on top of vehicles and soime other unreleased strats. Might need tinkering? unlock all armor unlocks new armors that were added in newest patch, but no new weapons appearing either.
![Image](https://i.redd.it/9lkkmz3tg5sc1.png)
Re: HELLDIVERS 2
Posted: Wed Apr 03, 2024 2:12 am
by s4boi
Dekutheguy wrote: ↑Wed Apr 03, 2024 12:20 am
New stratagems got added that aren't being tagged by the unlock all stratagems script, on top of vehicles and soime other unreleased strats. Might need tinkering? unlock all armor unlocks new armors that were added in newest patch, but no new weapons appearing either.
This is what i see:
- Primary weapons:
5 assault rifles, 4 snipers, 2 SMGs, 9 shotguns, 3 explosive, 3 energy based
- Secondary weapons:
5 pistols
- Stratagems:
20 offensives, 23 supply, 11 defensive
Before latest update we also had following stratagems:
Teleport, Scout Humvee, Armored Transporter. I dont see those any more.
Edit: Tested it with multiple different CT and had the same results- Helldivers_1.0.7, Helldivers_v17, old Zodd's, Gir's and Saix's
Re: HELLDIVERS 2
Posted: Wed Apr 03, 2024 2:42 am
by Blasphemous
Does any one of you crash after a mission when using the tables?
Re: HELLDIVERS 2
Posted: Wed Apr 03, 2024 2:47 am
by s4boi
Blasphemous wrote: ↑Wed Apr 03, 2024 2:42 am
Does any one of you crash after a mission when using the tables?
Occasional crash here and there in solo, nothing unusual.
However in co-op even without table it feels like every second-third mission crashes at the score screen or just before that, when Pelican is flying towards the Destroyer.
I get the rewards tho.
Re: HELLDIVERS 2
Posted: Wed Apr 03, 2024 2:48 am
by ultra nuke
Dekutheguy wrote: ↑Wed Apr 03, 2024 12:20 am
New stratagems got added that aren't being tagged by the unlock all stratagems script, on top of vehicles and soime other unreleased strats. Might need tinkering? unlock all armor unlocks new armors that were added in newest patch, but no new weapons appearing either.
So the question is, where is the unlock CT table for these new weapons?