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Re: Resident Evil 3: Raccoon City Demo +9 (table Update.4)

Posted: Sat Mar 21, 2020 5:19 pm
by FUBA
Auto Evade worked perfect before update. Only thing you have to do is, stand still and don't move. Sometimes it's not working when you're moving but sideaffect is, no one can hit you, either zombies nor Nemesis.

Re: Resident Evil 3: Raccoon City Demo +9 (table Update.4)

Posted: Sun Mar 22, 2020 6:59 am
by Cielos
FUBA wrote:
Sat Mar 21, 2020 5:19 pm
Auto Evade worked perfect before update. Only thing you have to do is, stand still and don't move. Sometimes it's not working when you're moving but sideaffect is, no one can hit you, either zombies nor Nemesis.
thanks for the heads up~
I knew auto dodge doesn't trigger all the time, but didn't realise player movement is the cause ...

updated the script, here's what it does now..
auto perfect dodge will be triggered when an attack connects IF:
- you're standing still.
- you're walking.
- you're aiming a weapon.
- you're reloading a weapon.
- you are doing an early dodge already.

auto perfect dodge won't be triggered when an attack connects IF:
- you're RUNNING. you'd be stopped for a split second instead, but you won't take any damage, as if the attack never hit you.

///
may add a health filer later as an option, so that the auto perfect dodge won't be triggered unless the attack could be a lethal one...

Re: Resident Evil 3: Raccoon City Demo +9 (table Update.4)

Posted: Sun Mar 22, 2020 7:59 am
by teinousi
Cielos wrote:
Sun Mar 22, 2020 6:59 am

may add a health filer later as an option, so that the auto perfect dodge won't be triggered unless the attack could be a lethal one...
I see your hp script in the bottom blank header , I just try it , It's still work,....... :mrgreen:

Re: Resident Evil 3: Raccoon City Demo +9 (table Update.4)

Posted: Sun Mar 22, 2020 9:29 am
by FUBA
Cielos wrote:
Sun Mar 22, 2020 6:59 am
FUBA wrote:
Sat Mar 21, 2020 5:19 pm
Auto Evade worked perfect before update. Only thing you have to do is, stand still and don't move. Sometimes it's not working when you're moving but sideaffect is, no one can hit you, either zombies nor Nemesis.
thanks for the heads up~
I knew auto dodge doesn't trigger all the time, but didn't realise player movement is the cause ...
You're welcome.

So, can you implement a lockpick in this table? If the code from RE2 works nearly perfect, maybe we can use lockpicks as well in the re3 demo. I would discover whats behind the yellow padlocks. And if possible, a out of boundaries option would be nice.
Unfortunately i don't know how to that and if it's not that hard for pros like you, maybe you could add this feature?

Thank you

Re: Resident Evil 3: Raccoon City Demo +9 (table Update.5)

Posted: Sun Mar 22, 2020 10:58 am
by fonetic
Hi, i try to mod the follow cam. I'm new in Cheat Engine. Maybe someone can help me to find the correct cam value in RE3. In RE2 it was a float 0.1800000072 value. How i can find easily the cam value an edit them?

Re: Resident Evil 3: Raccoon City Demo +9 (table Update.5)

Posted: Sun Mar 22, 2020 12:20 pm
by AkimboDK
Auto dodge doesnt work, nomatter what i do, the box just wont check, so it never enables for some reason.

Re: Resident Evil 3: Raccoon City Demo +9 (table Update.5)

Posted: Sun Mar 22, 2020 4:50 pm
by FUBA
PrinceRevivalDK wrote:
Sun Mar 22, 2020 12:20 pm
Auto dodge doesnt work, nomatter what i do, the box just wont check, so it never enables for some reason.
but it's not the tables fault. Because for me it's working perfectly.

Re: Resident Evil 3: Raccoon City Demo +9 (table Update.5)

Posted: Sun Mar 22, 2020 7:31 pm
by LiamLi
table works perfect! thank you Cielos!
playing with Undead and 1 min health currenctly since ~20 mins, without problems :)
auto perfect evade works to 99%(it failed only 1 time) may i ask you how you did find that code/spot for evading?

thanks again, great table!

Re: Resident Evil 3: Raccoon City Demo +9 (table Update.5)

Posted: Sun Mar 22, 2020 10:37 pm
by AkimboDK
FUBA wrote:
Sun Mar 22, 2020 4:50 pm
PrinceRevivalDK wrote:
Sun Mar 22, 2020 12:20 pm
Auto dodge doesnt work, nomatter what i do, the box just wont check, so it never enables for some reason.
but it's not the tables fault. Because for me it's working perfectly.
But it should work, i tried waiting until in the game, i tried doing it on the main menu screen, i even tried while it was loading in cutscene, or before the main menu screen, it doesnt enable at all, and i just dont understand why it wont, it's on steam like everyone else, so yeah, i really have no clue really. is it because it doesnt work with DX11 ? or DX12? i dont know .

Re: Resident Evil 3: Raccoon City Demo +9 (table Update.5)

Posted: Mon Mar 23, 2020 5:40 am
by teinousi
PrinceRevivalDK wrote:
Sun Mar 22, 2020 10:37 pm

But it should work, i tried waiting until in the game, i tried doing it on the main menu screen, i even tried while it was loading in cutscene, or before the main menu screen, it doesnt enable at all, and i just dont understand why it wont, it's on steam like everyone else, so yeah, i really have no clue really. is it because it doesnt work with DX11 ? or DX12? i dont know .

click it on when you r in the battle field , same as the items editor

Re: Resident Evil 3: Raccoon City Demo +9 (table Update.5)

Posted: Mon Mar 23, 2020 9:24 am
by AkimboDK
teinousi wrote:
Mon Mar 23, 2020 5:40 am
PrinceRevivalDK wrote:
Sun Mar 22, 2020 10:37 pm

But it should work, i tried waiting until in the game, i tried doing it on the main menu screen, i even tried while it was loading in cutscene, or before the main menu screen, it doesnt enable at all, and i just dont understand why it wont, it's on steam like everyone else, so yeah, i really have no clue really. is it because it doesnt work with DX11 ? or DX12? i dont know .

click it on when you r in the battle field , same as the items editor
Done that, didnt work, like i said, i have tried everything.

Re: Resident Evil 3: Raccoon City Demo +9 (table Update.5)

Posted: Mon Mar 23, 2020 2:18 pm
by Cielos
PrinceRevivalDK wrote:
Sun Mar 22, 2020 12:20 pm
Auto dodge doesnt work, nomatter what i do, the box just wont check, so it never enables for some reason.
download the table from THIS post, hook the table to the game via CE as usual.
activate all the scripts, see if you can activate any of them.

- tell me which one you cannot activate.

- for the ones you can activate:
1. when it's activated, double click on the script name, press Ctrl-C to copy the text, then close the box.
2. click on the "Memory View" button above the entry list.
3. in the "Memory View", press Ctrl-G, another box would pop-up, press Ctrl-V to paste the text you've just copied into the box, click OK.
4. you should see the first line on the upper half window changes to the name you just pasted. now press Ctrl-A.
5. a new window should pop-up, press Ctrl-I, another box comes up, copy the address inside and post it.

repeat for the other scripts that you can activated, if any.
thanks~

I can't promise I could do anything to fix it for you, as it seems it's only you who have this issue right now... also, by reading the exchanging msgs, it sounds we're working for you somehow... :shock:
but in worst case, it should work for your game when the full game releases. it's just next Friday, time flies~

Re: Resident Evil 3: Raccoon City Demo +10 (table Update.6)

Posted: Mon Mar 23, 2020 2:42 pm
by AkimboDK
These are the codes it gives me, if im understanding correctly and doing this right?

Code: Select all

alloc(newmem,2048,"re3demo.exe"+CB596D7) 
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here

originalcode:
test rax,rax
je re3demo.exe+CB596A8

exit:
jmp returnhere

"re3demo.exe"+CB596D7:
jmp newmem
returnhere:

Code: Select all

alloc(newmem,2048,"re3demo.exe"+E868255) 
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here

originalcode:
call re3demo.exe+8CB100

exit:
jmp returnhere

"re3demo.exe"+E868255:
jmp newmem
returnhere:

Code: Select all

alloc(newmem,2048,"re3demo.exe"+F2A5800) 
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here

originalcode:
jmp 13FFF0000

exit:
jmp returnhere

"re3demo.exe"+F2A5800:
jmp newmem
returnhere:

Code: Select all

alloc(newmem,2048,"re3demo.exe"+DAE4D9A) 
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here

originalcode:
movss xmm0,[r8]

exit:
jmp returnhere

"re3demo.exe"+DAE4D9A:
jmp newmem
returnhere:
But yeah i have never done this before, so im sorry if im new and dumb on this part..

Re: Resident Evil 3: Raccoon City Demo +9 (table Update.4)

Posted: Mon Mar 23, 2020 3:04 pm
by Mister Modification
Cielos wrote:
Sun Mar 22, 2020 6:59 am
FUBA wrote:
Sat Mar 21, 2020 5:19 pm
Auto Evade worked perfect before update. Only thing you have to do is, stand still and don't move. Sometimes it's not working when you're moving but sideaffect is, no one can hit you, either zombies nor Nemesis.
thanks for the heads up~
I knew auto dodge doesn't trigger all the time, but didn't realise player movement is the cause ...

updated the script, here's what it does now..
auto perfect dodge will be triggered when an attack connects IF:
- you're standing still.
- you're walking.
- you're aiming a weapon.
- you're reloading a weapon.
- you are doing an early dodge already.

auto perfect dodge won't be triggered when an attack connects IF:
- you're RUNNING. you'd be stopped for a split second instead, but you won't take any damage, as if the attack never hit you.

///
may add a health filer later as an option, so that the auto perfect dodge won't be triggered unless the attack could be a lethal one...
How about a trigger randomizer or a option to trigger auto evade with a specific chance (1, 12, 25,50,75,100) ?

Re: Resident Evil 3: Raccoon City Demo +10 (table Update.6)

Posted: Tue Mar 24, 2020 3:13 am
by Cielos
PrinceRevivalDK wrote:
Mon Mar 23, 2020 2:42 pm
[...]
so, all aobscans are intact, that means it's something else.
now try this:
- hook table from the first post to CE as usual.
- AFTER you tired to activate the auto perfect dodge script and failed, right click on the script, show me the error message at the first line of the shell.

///
Mister Modification wrote:
Mon Mar 23, 2020 3:04 pm
[...]
How about a trigger randomizer or a option to trigger auto evade with a specific chance (1, 12, 25,50,75,100) ?
it could be interesting.. maybe I can change the script behaviour to a mod script. allows you to manipulate the dodge behaviour with modifiers like the chance trigger you mentioned, and the min health trigger and key trigger that was already there. so that everyone could just customise it to their liking...
back to home office this week, should have more time to cheat. I'll see what I can do~

EDIT:
done.
Update.7
- changed auto perfect dodge to perfect dodge mod. combine the previous added child-script perfect dodge key as one of its modifiers, plus adding another modifiers to the script. read script description for details.
- updated undead. just lowering the default min health from 500 to 360.
as the update note says, read the script descriptions first~
now, re-download and test if you're interested~