[Loxin]EARTH DEFENSE FORCE 6 Table

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濒危物种猫咪
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Re: [Loxin]EARTH DEFENSE FORCE 6

Post by 濒危物种猫咪 »

Hopit wrote:
Thu Aug 01, 2024 1:09 pm
I can't get the "The unlock weapon and armor limits option" to work either.
I've tried enabling it before creating a room, as I was creating a room, after creating a room and before even clicking the "online mode", but as far as I can see, it's not doing anything.
Everything else works wonderfully

EDIT:
And of course, the moment I post this comment, after a few days of trying, it starts to work. absolutely typical.
Only change was I tried the newer 3.8 version table
After enable the script, when I used a weapon that exceeded the limit, there was no in-game message that the weapon level was too high, and I was able to enter the mission normally
If i disable the script,then i cannot get into the mission

It works fine for me so I don't know how to fix it soory

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  1. Install Cheat Engine
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  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

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Hopit
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Re: [Loxin]EARTH DEFENSE FORCE 6

Post by Hopit »

I kept getting the weapon exceeded limit message with the older 3.6 version of your table, it somehow started working 3.8
I doubt there's any difference but its weird.

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濒危物种猫咪
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Re: [Loxin]EARTH DEFENSE FORCE 6

Post by 濒危物种猫咪 »

gahqm wrote:
Thu Aug 01, 2024 7:51 am
濒危物种猫咪 wrote:
Thu Aug 01, 2024 3:09 am
gahqm wrote:
Thu Aug 01, 2024 2:21 am
Weapon distance is affected by bullet speed and bullet alive time, "濒危物种猫咪"'s table seems miss those two items so can't modifiy the weapon distance. On the other hand, even we can edit those two items to change the weapon distance, some wing diver's weapon can't be changed the distance because bullet speed and bullet alive time will be changed back to default after shooting (in EDF5).
I found this problem, but it is difficult to find bullet speed and alive time. I will continue to try when I have time
Finally I found the address for "Bullet LifeTime" and "Bullet Speed", It should be "p->00000898" and "p->00000894" respectively (Both of them are Float). It is the best if you want to increase the weapon attack range. Some weapon change the "Bullet LifeTime" is better than the speed, for example - fire gun.
BulletSpeed Works well!
but Bullet LifeTime(+898) should be ShootDistance,I have add it before
I'll add the Bullet Speed,thankyou

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濒危物种猫咪
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Re: [Loxin]EARTH DEFENSE FORCE 6

Post by 濒危物种猫咪 »

Hopit wrote:
Thu Aug 01, 2024 1:34 pm
I kept getting the weapon exceeded limit message with the older 3.6 version of your table, it somehow started working 3.8
I doubt there's any difference but its weird.
I did nothing
btw,you can only enable it after creating or entering a room

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濒危物种猫咪
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Re: [Loxin]EARTH DEFENSE FORCE 6

Post by 濒危物种猫咪 »

gahqm wrote:
Thu Aug 01, 2024 4:55 am
濒危物种猫咪 wrote:
Thu Aug 01, 2024 3:09 am
gahqm wrote:
Thu Aug 01, 2024 2:21 am
Weapon distance is affected by bullet speed and bullet alive time, "濒危物种猫咪"'s table seems miss those two items so can't modifiy the weapon distance. On the other hand, even we can edit those two items to change the weapon distance, some wing diver's weapon can't be changed the distance because bullet speed and bullet alive time will be changed back to default after shooting (in EDF5).
I found this problem, but it is difficult to find bullet speed and alive time. I will continue to try when I have time
Hi.......... bullet alive time is P->00000898,and "Project per shot" is P->00000368 (shortgun like weapon use this value),Tuuuup brother's table have this value. Let some finger out the bullet speed. Of course only using "bullet alive time" can change the weapon distance if the default bullet speed is high..... example : sniper rifle
I think Project per shot should be +370 ? my table has it and it works well
edit: well ,you are right,i will fix it

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Re: [Loxin]EARTH DEFENSE FORCE 6

Post by Morgul »

This CE table is already very good, nice work
I was wondering if is it possible to pick up only the armor and weapon drop crates, or in alternative removing the 128 or 256 dropped crates limit (I'm not sure which one is right for EDF6)
Thanks

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濒危物种猫咪
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Re: [Loxin]EARTH DEFENSE FORCE 6

Post by 濒危物种猫咪 »

Morgul wrote:
Thu Aug 01, 2024 6:58 pm
This CE table is already very good, nice work
I was wondering if is it possible to pick up only the armor and weapon drop crates, or in alternative removing the 128 or 256 dropped crates limit (I'm not sure which one is right for EDF6)
Thanks
although it is not perfect,you can use AutoPickUp(online).it only record weapon and armor.
the currect limit is 1024.

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Re: [Loxin]EARTH DEFENSE FORCE 6

Post by MarkieMark »

So weird that crates collected doesn't work for me, maybe issue with pre order bonuses (NA region)? Any mission that I have them enabled I get zero weapons or armor. I would pay someone to troubleshoot for me 1 on 1 lol. Really want to get this working

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Re: [Loxin]EARTH DEFENSE FORCE 6

Post by 濒危物种猫咪 »

MarkieMark wrote:
Fri Aug 02, 2024 4:03 am
So weird that crates collected doesn't work for me, maybe issue with pre order bonuses (NA region)? Any mission that I have them enabled I get zero weapons or armor. I would pay someone to troubleshoot for me 1 on 1 lol. Really want to get this working
It's weird, won't it work?
I've received reports that this script is working fine
Try to use the configuration I sent out and then complete a full game to try?

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Re: [Loxin]EARTH DEFENSE FORCE 6

Post by SleepyJackal »

Beta 3.9 InfVehicleHp is causing enemy teleportation ship to be invicible

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Re: [Loxin]EARTH DEFENSE FORCE 6

Post by 濒危物种猫咪 »

SleepyJackal wrote:
Fri Aug 02, 2024 12:39 pm
Beta 3.9 InfVehicleHp is causing enemy teleportation ship to be invicible
Try this

Code: Select all

[ENABLE]

aobscanmodule(InfVhHp,EDF.dll,F3 0F 10 80 F8 02 00 00 F3) // should be unique
alloc(newmem,$1000,InfVhHp)

label(code)
label(return)

newmem:
  cmp [rax+F0],0
  jne code
  movss xmm10,[rax+2F4]
  movss [rax+2F8],xmm10
code:
  movss xmm0,[rax+000002F8]
  jmp return

InfVhHp:
  jmp newmem
  nop 3
return:
registersymbol(InfVhHp)

[DISABLE]

InfVhHp:
  db F3 0F 10 80 F8 02 00 00

unregistersymbol(InfVhHp)
dealloc(newmem)

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Re: [Loxin]EARTH DEFENSE FORCE 6

Post by SleepyJackal »

濒危物种猫咪 wrote:
Fri Aug 02, 2024 2:04 pm
SleepyJackal wrote:
Fri Aug 02, 2024 12:39 pm
Beta 3.9 InfVehicleHp is causing enemy teleportation ship to be invicible
Try this

Code: Select all

[ENABLE]

aobscanmodule(InfVhHp,EDF.dll,F3 0F 10 80 F8 02 00 00 F3) // should be unique
alloc(newmem,$1000,InfVhHp)

label(code)
label(return)

newmem:
  cmp [rax+F0],0
  jne code
  movss xmm10,[rax+2F4]
  movss [rax+2F8],xmm10
code:
  movss xmm0,[rax+000002F8]
  jmp return

InfVhHp:
  jmp newmem
  nop 3
return:
registersymbol(InfVhHp)

[DISABLE]

InfVhHp:
  db F3 0F 10 80 F8 02 00 00

unregistersymbol(InfVhHp)
dealloc(newmem)
It seems to be working fine, thanks.

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Re: [Loxin]EARTH DEFENSE FORCE 6

Post by Lucky7Ac »

Amazing Table, is it possible to add a function that only adds all weapons up to a certain level. like all weapons only up to level 27 which would be most of the weapons you would earn playing through the normal difficulty?

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Re: [Loxin]EARTH DEFENSE FORCE 6

Post by DoubleRate »

濒危物种猫咪 wrote:
Thu Aug 01, 2024 1:25 pm
After enable the script, when I used a weapon that exceeded the limit, there was no in-game message that the weapon level was too high, and I was able to enter the mission normally
If i disable the script,then i cannot get into the mission
Strange, I can't get it to run. I've tried v3.6 to 3.9 none of them works for me.

The script works fine during weapon selection there were no red color on their levels but when I returned to lobby, my weapons turned red and in-game message appears. I can't start any mission.

sentiax
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Re: [Loxin]EARTH DEFENSE FORCE 6

Post by sentiax »

I'm trying to use the pickup script. It's not clear to me when or how to enable and disable it. Sometimes it works and sometimes it doesn't. If I don't want it to auto pick up until the end, is that possible?

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