HELLDIVERS 2

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sinner2469
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Re: HELLDIVERS 2

Post by sinner2469 »

yeah was gonna ask the same thing i notice all the hidden warbond no longer seem to show up with unlock all

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  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
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  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

Gvinpin
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Re: HELLDIVERS 2

Post by Gvinpin »

sinner2469 wrote:
Tue Apr 30, 2024 4:41 pm
yeah was gonna ask the same thing i notice all the hidden warbond no longer seem to show up with unlock all
because there are too many things there. EMP/GAS/AT-Stik/Incendiary Impact nade. Not to mention chemgun, new PLAS/SMG and other things. and this is the Polar Patriots Warband, and the game still contains some parts of the Primordial Warbond

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ZoDDeL
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Re: HELLDIVERS 2

Post by ZoDDeL »

UPDATE:
fixed a bunch of broken scripts
fixed some weapon ID's
cut down table a bit and dropped anything
that isnt fixed yet.

all scripts with an * (asterisk / star)
are part of the aio-full cheat script

you might want to change some values or delete parts in the aio script.
also check in the weapon damage script / aio script for currently supported weapon ID's
i will add more in the next days.

not everything is fixed yet but i got the most important stuff like mission complete (not the hives / bot bases!), sample pickup done.
i took some updated stuff from gir489 /cfemen like no recoil/sway, map blips, temp unlock and inf health (no reason to invent the wheel new)


as always you get my current table + execution guide in my signature

bumblefoot333
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Re: HELLDIVERS 2

Post by bumblefoot333 »

ZoDDeL wrote:
Tue Apr 30, 2024 5:04 pm
UPDATE:
fixed a bunch of broken scripts
fixed some weapon ID's
cut down table a bit and dropped anything
that isnt fixed yet.

all scripts with an * (asterisk / star)
are part of the aio-full cheat script

you might want to change some values or delete parts in the aio script.
also check in the weapon damage script / aio script for currently supported weapon ID's
i will add more in the next days.

not everything is fixed yet but i got the most important stuff like mission complete (not the hives / bot bases!), sample pickup done.
i took some updated stuff from gir489 /cfemen like no recoil/sway, map blips, temp unlock and inf health (no reason to invent the wheel new)


as always you get my current table + execution guide in my signature
seems to work fine as well! though yes, if you plan to play with friends, it may help to disable the speed hacks and such to be less noticeable

elamigopaisa
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Re: HELLDIVERS 2

Post by elamigopaisa »

ZoDDeL wrote:
Tue Apr 30, 2024 5:04 pm
UPDATE:
fixed a bunch of broken scripts
fixed some weapon ID's
cut down table a bit and dropped anything
that isnt fixed yet.

all scripts with an * (asterisk / star)
are part of the aio-full cheat script

you might want to change some values or delete parts in the aio script.
also check in the weapon damage script / aio script for currently supported weapon ID's
i will add more in the next days.

not everything is fixed yet but i got the most important stuff like mission complete (not the hives / bot bases!), sample pickup done.
i took some updated stuff from gir489 /cfemen like no recoil/sway, map blips, temp unlock and inf health (no reason to invent the wheel new)


as always you get my current table + execution guide in my signature
sorry for the ignorance but which line do i change to multiply the damage i deal to the enemies

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ZoDDeL
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Re: HELLDIVERS 2

Post by ZoDDeL »

elamigopaisa wrote:
Tue Apr 30, 2024 5:55 pm
ZoDDeL wrote:
Tue Apr 30, 2024 5:04 pm
UPDATE:
fixed a bunch of broken scripts
fixed some weapon ID's
cut down table a bit and dropped anything
that isnt fixed yet.

all scripts with an * (asterisk / star)
are part of the aio-full cheat script

you might want to change some values or delete parts in the aio script.
also check in the weapon damage script / aio script for currently supported weapon ID's
i will add more in the next days.

not everything is fixed yet but i got the most important stuff like mission complete (not the hives / bot bases!), sample pickup done.
i took some updated stuff from gir489 /cfemen like no recoil/sway, map blips, temp unlock and inf health (no reason to invent the wheel new)


as always you get my current table + execution guide in my signature
sorry for the ignorance but which line do i change to multiply the damage i deal to the enemies

Image

open aio full-cheat or super damage mod (advanced scripts) and hit ctrl+f and search for dmg_multiplier:
the values after (float) are the multiplier. 1 means default. 20 then is x20 on original weapon damage and 0 turns dmg down to 0.

dmg_multiplier: is for basic damage
admg_multiplier: is for armor/limb damage (shredding armor from bugs or parts from bots)
enemydmg_multiplier: is for everything that not whitelisted per ID so mostly enemy attacks or stuff like fall damage, flame tornadoes etc.

you might also wanna change these>>>
mov [rcx+0C],#7777 // penetration 1
mov [rcx+10],#7777 // penetration 2
mov [rcx+14],#7777 // penetration 3
mov [rcx+18],#7777 // penetration 4

this overwrites the penetration values with a fixed number (only for stuff with ID)
while 7777 penetrates nearly everything (use a pistol to destroy bot fabricators)
10 on all 4 would penetrate most basic enemies but bounce on buildings.

C4RP3 N0CT3M
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Re: HELLDIVERS 2

Post by C4RP3 N0CT3M »

ZoDDeL wrote:
Tue Apr 30, 2024 5:04 pm
UPDATE:
fixed a bunch of broken scripts
fixed some weapon ID's
cut down table a bit and dropped anything
that isnt fixed yet.

all scripts with an * (asterisk / star)
are part of the aio-full cheat script

you might want to change some values or delete parts in the aio script.
also check in the weapon damage script / aio script for currently supported weapon ID's
i will add more in the next days.

not everything is fixed yet but i got the most important stuff like mission complete (not the hives / bot bases!), sample pickup done.
i took some updated stuff from gir489 /cfemen like no recoil/sway, map blips, temp unlock and inf health (no reason to invent the wheel new)


as always you get my current table + execution guide in my signature
For whatever reason the bottom two values don't populate when using your table.

Edit:
Also, not surprisingly, none of the scripts seem to work. I'm sure it's something on my end, but I don't know what I could possibly be doing wrong.

Edit 2:
I figured it out. I just wasn't waiting long enough.

C4RP3 N0CT3M
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Re: HELLDIVERS 2

Post by C4RP3 N0CT3M »

ZoDDeL wrote:
Tue Apr 30, 2024 5:04 pm
UPDATE:
fixed a bunch of broken scripts
fixed some weapon ID's
cut down table a bit and dropped anything
that isnt fixed yet.

all scripts with an * (asterisk / star)
are part of the aio-full cheat script

you might want to change some values or delete parts in the aio script.
also check in the weapon damage script / aio script for currently supported weapon ID's
i will add more in the next days.

not everything is fixed yet but i got the most important stuff like mission complete (not the hives / bot bases!), sample pickup done.
i took some updated stuff from gir489 /cfemen like no recoil/sway, map blips, temp unlock and inf health (no reason to invent the wheel new)


as always you get my current table + execution guide in my signature
The "complete all missions" script doesn't appear to get the bases for some reason. This was on a bug planet.

4e4enko
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Re: HELLDIVERS 2

Post by 4e4enko »

C4RP3 N0CT3M wrote:
Tue Apr 30, 2024 6:35 pm
ZoDDeL wrote:
Tue Apr 30, 2024 5:04 pm
UPDATE:
fixed a bunch of broken scripts
fixed some weapon ID's
cut down table a bit and dropped anything
that isnt fixed yet.

all scripts with an * (asterisk / star)
are part of the aio-full cheat script

you might want to change some values or delete parts in the aio script.
also check in the weapon damage script / aio script for currently supported weapon ID's
i will add more in the next days.

not everything is fixed yet but i got the most important stuff like mission complete (not the hives / bot bases!), sample pickup done.
i took some updated stuff from gir489 /cfemen like no recoil/sway, map blips, temp unlock and inf health (no reason to invent the wheel new)


as always you get my current table + execution guide in my signature
The "complete all missions" script doesn't appear to get the bases for some reason. This was on a bug planet.
ZoDDeL typed that hives/bot bases doesn't work still, so wait for update and we'll get it ASAP I hope :)

C4RP3 N0CT3M
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Re: HELLDIVERS 2

Post by C4RP3 N0CT3M »

4e4enko wrote:
Tue Apr 30, 2024 6:45 pm
C4RP3 N0CT3M wrote:
Tue Apr 30, 2024 6:35 pm
ZoDDeL wrote:
Tue Apr 30, 2024 5:04 pm
UPDATE:
fixed a bunch of broken scripts
fixed some weapon ID's
cut down table a bit and dropped anything
that isnt fixed yet.

all scripts with an * (asterisk / star)
are part of the aio-full cheat script

you might want to change some values or delete parts in the aio script.
also check in the weapon damage script / aio script for currently supported weapon ID's
i will add more in the next days.

not everything is fixed yet but i got the most important stuff like mission complete (not the hives / bot bases!), sample pickup done.
i took some updated stuff from gir489 /cfemen like no recoil/sway, map blips, temp unlock and inf health (no reason to invent the wheel new)


as always you get my current table + execution guide in my signature
The "complete all missions" script doesn't appear to get the bases for some reason. This was on a bug planet.
ZoDDeL typed that hives/bot bases doesn't work still, so wait for update and we'll get it ASAP I hope :)
Awesome! I was hoping I wasn't doing something wrong lol. I made my own AIO script and thought I might have bungled it somewhere.

drehcaruso
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Re: HELLDIVERS 2

Post by drehcaruso »

ZoDDeL wrote:
Tue Apr 30, 2024 5:04 pm
UPDATE:
fixed a bunch of broken scripts
fixed some weapon ID's
cut down table a bit and dropped anything
that isnt fixed yet.

all scripts with an * (asterisk / star)
are part of the aio-full cheat script

you might want to change some values or delete parts in the aio script.
also check in the weapon damage script / aio script for currently supported weapon ID's
i will add more in the next days.

not everything is fixed yet but i got the most important stuff like mission complete (not the hives / bot bases!), sample pickup done.
i took some updated stuff from gir489 /cfemen like no recoil/sway, map blips, temp unlock and inf health (no reason to invent the wheel new)


as always you get my current table + execution guide in my signature
any plans on fixing "instant" quasar? for shield backpacks I remember you said in a previous message you were trying :D

Exemplify1524
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Reputation: 14

Re: HELLDIVERS 2

Post by Exemplify1524 »

ZoDDeL wrote:
Tue Apr 30, 2024 5:04 pm
UPDATE:
fixed a bunch of broken scripts
fixed some weapon ID's
cut down table a bit and dropped anything
that isnt fixed yet.

all scripts with an * (asterisk / star)
are part of the aio-full cheat script

you might want to change some values or delete parts in the aio script.
also check in the weapon damage script / aio script for currently supported weapon ID's
i will add more in the next days.

not everything is fixed yet but i got the most important stuff like mission complete (not the hives / bot bases!), sample pickup done.
i took some updated stuff from gir489 /cfemen like no recoil/sway, map blips, temp unlock and inf health (no reason to invent the wheel new)


as always you get my current table + execution guide in my signature
Thank you for update.
About damage IDs I found some pattern that will help find other IDs easier (no need to check all them all).
Look at this table:
[Link]

Column B (red) = old weapon ID (pre last update)
Column C (green) = new weapon ID (I take from your latest .ct file)

If we sort it by damage ID, then we will se that for example

Weapon name - old ID - new ID
LAS-16 Sickle 19 19 - we can say that low id's 1- 19 dont change at all
P-19 Redeemer 24 25 - but somewhere between id 19 and 24 all ids are starting to get +1
SMG-37 Defender 33 34 - old id 33 still need +1 to get right ID

P-4 Senator 41 44 - starting from ID 41 we need +3 to get right ID
Stalwart 48 51 - +3 too


R-63CS Diligence Counter Sniper 70 74 at ID 70 we need +4 offset to get right ID
G-6 Frag part 2 107 111 - at ID 107 still need +4 to get right IDs
Orbital railcannon strike1 157 161 at id 157 still we need only +4 to get right ID


// starting from ID 196 we need +5 offset to get right ID
G-6 Frag part 1 196 201
G-10 Incendiary 198 203


and so on. So with that table need to find only overlapping IDs. Between offset changes we calculate ID.

wiseman624
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Re: HELLDIVERS 2

Post by wiseman624 »

ZoDDeL wrote:
Tue Apr 30, 2024 5:04 pm
UPDATE:
fixed a bunch of broken scripts
fixed some weapon ID's
cut down table a bit and dropped anything
that isnt fixed yet.

all scripts with an * (asterisk / star)
are part of the aio-full cheat script

you might want to change some values or delete parts in the aio script.
also check in the weapon damage script / aio script for currently supported weapon ID's
i will add more in the next days.

not everything is fixed yet but i got the most important stuff like mission complete (not the hives / bot bases!), sample pickup done.
i took some updated stuff from gir489 /cfemen like no recoil/sway, map blips, temp unlock and inf health (no reason to invent the wheel new)


as always you get my current table + execution guide in my signature
Thank you as always ZoDDel

Exemplify1524
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Posts: 22
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Reputation: 14

Re: HELLDIVERS 2

Post by Exemplify1524 »

ZoDDeL wrote:
Tue Apr 30, 2024 6:15 pm
I modified your script so it output debug information to DebugView program. It is working.

Code: Select all

{ Game   : helldivers2.exe
  Version:
  Date   : 2024-04-07
  Author : ZoDDeL

  This script does blah blah blah
}

[ENABLE]


aobscanmodule(damageMulti,game.dll,66 0F 6E 59 04 66 0F 6E 49 08 0F 5B C9 0F 5B DB) // should be unique
alloc(dmg_newmem,$2000)

label(dmg_code)
label(dmg_return)

dmg_newmem:
  cmp [rcx+04],#0 // any 0 dmg weapons like smoke or unknown shit
  je dmg_code

{$ccode base_address=rcx}
  char debug_string[200];
  extern __cdecl int sprintf(char *, char *, ...);
  extern __cdecl void OutputDebugStringA(const char* lpOutputString);

  int *weapon_id=(int*)(base_address);
  int *weapon_dmg=(int*)(base_address+0x04);
  int *weapon_admg=(int*)(base_address+0x08);
  int *weapon_pen1=(int*)(base_address+0x0C);
  int *weapon_pen2=(int*)(base_address+0x10);
  int *weapon_pen3=(int*)(base_address+0x14);
  int *weapon_pen4=(int*)(base_address+0x18);

  sprintf(debug_string, "HD2 %3d | DMG %3d %3d | PEN %3d %3d %3d %3d", *weapon_id, *weapon_dmg, *weapon_admg, *weapon_pen1, *weapon_pen2, *weapon_pen3, *weapon_pen4);
  OutputDebugStringA(debug_string);

{$asm}

  // whitelisted weapons that get super damage
  cmp [rcx+00],#51 //#48 //#46 // AR-23 Liberator / AR-22C Patriot / AR-48 Truth Whisperer / M-105 Stalwart
  je dmg_Super
  cmp [rcx+00],#25 //#24 //#22 // P-2 Peacemaker / P-19 Redeemer
  je dmg_Super
  cmp [rcx+00],#101 //#97 //#95 // SG-225SP Breaker Spray&Pray (16)
  je dmg_Super
  cmp [rcx+00],#44 //#41 //#39 // P-4 Senator
  je dmg_Super
  cmp [rcx+00],#84 //#80 // JAR-5 Dominator
  je dmg_Super
  cmp [rcx+00],#296 //#291 //#287 // LAS-7 Dagger
  je dmg_Super
  cmp [rcx+00],#297 //#292 //#288 // LAS-5 Scythe
  je dmg_Super
  cmp [rcx+00],#34 //#33 //#31 // SMG-37 Defender
  je dmg_Super
  cmp [rcx+00],#19 //#17 // LAS-16 Sickle
  je dmg_Super
  cmp [rcx+00],#10 //#9 // GL-21 part 1 projectile / mortar shell (turret)
  je dmg_Super
  cmp [rcx+00],#220 //#215 //#212 // GL-21 part 2 explosion
  je dmg_Super
  cmp [rcx+00],#127 //#123 // autocannon part 1 // projectile
  je dmg_Super
  cmp [rcx+00],#216 //#211 // autocannon part 2 // explosion
  je dmg_Super
  cmp [rcx+00],#74 //#70  // R-63CS Diligence Counter SNiper
  je dmg_Super
  cmp [rcx+00],#135 // #131 //#129 // EAT-17 part 1
  je dmg_Super
  //cmp [rcx+00],#184 //#182 // EAT-17 part 2
  //je dmg_Super
  cmp [rcx+00],#226 //#221 //#217 // EAT-17 part 3
  je dmg_Super
  cmp [rcx+00],#136 //#132 // recoil-less rifle part 1 shell
  je dmg_Super
  cmp [rcx+00],#225 //#220 // recoil-less rifle part 2 explosion
  je dmg_Super



  // these weapons stay default
  cmp [rcx+00],#201 //#196 //#194 // G-6 Frag part 1
  je dmg_code
  cmp [rcx+00],#111 //#107 // G-6 Frag part 2
  je dmg_code
  cmp [rcx+00],#213 //#208 //#205 // G-12 High Explosive /  G-16 Impact
  je dmg_code
  cmp [rcx+00],#203 //#198 //#195 // G-10 Incendiary
  je dmg_code

  //500kg bomb
  cmp [rcx+00],#154 //#150 // shell
  je dmg_code
  cmp [rcx+00],#273 //#268 // explosion
  je dmg_code

  //orbital laser
  cmp [rcx+00],#305 //#299
  je dmg_code
  //309 //303 fire ground dmg

  //orbital precision strike
  cmp [rcx+00],#160 //#156
  je dmg_code
  cmp [rcx+00],#267 //#262
  je dmg_code

  //orbital railcannon strike
  cmp [rcx+00],#161 //#157
  je dmg_code
  cmp [rcx+00],#266 //#261
  je dmg_code

  //orbital 120MM HE barrage
  cmp [rcx+00],#159 //#155
  je dmg_code
  cmp [rcx+00],#268 //#263
  je dmg_code


  { // start exclude
  // whitelisted weapons that get super damage
  cmp [rcx+00],#25 //#23 // MP-98 Knight
  je dmg_Super
  cmp [rcx+00],#98 //#96 // SG-225 Breaker (11)
  je dmg_Super
  cmp [rcx+00],#62 //#60 // MG-43 / EXO-45 Gatling / Gatling Turret
  je dmg_Super
  cmp [rcx+00],#111 //#109 // ARC-03
  je dmg_Super
  cmp [rcx+00],#9 //#8 // FLAM-40 part 1
  je dmg_Super
  //cmp [rcx+00],#303 // FLAM-40 part 2 // ground fire shares ID with flame tornados
  //je dmg_Super
  cmp [rcx+00],#296 //#292 // LAS-98
  je dmg_Super
  cmp [rcx+00],#222 //#218 // LAS-99 quasar part 1
  je dmg_Super
  cmp [rcx+00],#223 // LAS-99 quasar part 2
  je dmg_Super
  cmp [rcx+00],#21 //#19 // RS-422 railgun
  je dmg_Super

  cmp [rcx+00],#117 //#115 // MG-206 HMG
  je dmg_Super

  cmp [rcx+00],#143 //#141 // EXO-45 rocket part 1
  je dmg_Super
  cmp [rcx+00],#229 //#225 // EXO-45 rocket part 2
  je dmg_Super
  cmp [rcx+00],#89 // break action shotgun
  je dmg_Super
  cmp [rcx+00],#118 // anti material rifle
  je dmg_Super


  cmp [rcx+00],#145 // javelin rocket part 1
  je dmg_Super
  cmp [rcx+00],#231 // javelin rocket part 2
  je dmg_Super
  cmp [rcx+00],#125 // emancipator exo gun part 1
  je dmg_Super
  cmp [rcx+00],#212 // emancipator exo gun part 2
  je dmg_Super
  cmp [rcx+00],#126 // pelican weapon part 1
  je dmg_Super
  cmp [rcx+00],#214 // pelican weapon part 2
  je dmg_Super

  cmp [rcx+00],#76 // R-36 Eruptor 1
  je dmg_Super
  cmp [rcx+00],#108 // R-36 Eruptor 2
  je dmg_Super
  cmp [rcx+00],#130 // GP-31 grenade pistol
  je dmg_Super
  cmp [rcx+00],#219 // RL-77 airburst (rocket)
  je dmg_Super
  cmp [rcx+00],#196 // RL-77 airburst (cluster)
  je dmg_Super
  cmp [rcx+00],#197 // RL-77 airburst (ground???)
  je dmg_Super
  cmp [rcx+00],#120 // GP-31 explosive crossbow 1
  je dmg_Super
  cmp [rcx+00],#121 // GP-31 explosive crossbow 2
  je dmg_Super
  cmp [rcx+00],#20 //#18 // SG-8P Punisher Plasma (1) / PLAS-1 Scorcher
  je dmg_Super
  cmp [rcx+00],#180 // PLAS-1 Scorcher explosion
  je dmg_Super
  cmp [rcx+00],#182 // SG-8P Punisher Plasma explosion
  je dmg_Super
  cmp [rcx+00],#113 //#111 // ARC-12 Blitzer (5)
  je dmg_Super
  cmp [rcx+00],#101 //#99 // SG-255IE Breaker Incendiary (12)
  je dmg_Super


  // fix me
  //cmp [rcx+00],#43 // AR-23P Liberator Penetrator
  //je dmg_Super
  //cmp [rcx+00],#45 // AR-23C Liberator Concussive
  //je dmg_Super
  //cmp [rcx+00],#82 // SG-8 Punisher (9)
  //je dmg_Super
  //cmp [rcx+00],#93 // SG-8S Slugger (1)
  //je dmg_Super
  //cmp [rcx+00],#97 // SG-225BB Breaker Bugbiter (7)
  //je dmg_Super
  //cmp [rcx+00],#98 // SG-225NS Breaker Nailspitter (11)
  //je dmg_Super


  // these weapons stay default
  //cmp [rcx+00],#163 // G-23 Stun
  //je dmg_code
  cmp [rcx+00],#199 //#196 // G-123 Thermite (explosion)
  je dmg_code
  cmp [rcx+00],#304 // G-123 Thermite (burn)
  je dmg_code









  //orbital 380MM HE barrage identical ID's as precision strike
  //cmp [rcx+00],#156
  //je dmg_code
  //cmp [rcx+00],#262
  //je dmg_code

  //eagle 110mm rocket pods
  cmp [rcx+00],#148
  je dmg_code
  cmp [rcx+00],#236
  je dmg_code

  //mortar turret
  // 10 identical to GL21 bullet
  cmp [rcx+00],#218
  je dmg_code

  //eagle airstrike
  cmp [rcx+00],#138
  je dmg_code
  cmp [rcx+00],#249
  je dmg_code

  //eagle clusterbomb
  cmp [rcx+00],#224
  je dmg_code
  // 10 shell

  //helldiver pot damage
  cmp [rcx+00],#253
  je dmg_code

  //impact fall damage???
  cmp [rcx+00],#282
  je dmg_code
  } // end exclude


  jmp dmg_Enemy


dmg_Super:
  mov [rcx+0C],#10 // penetration 1
  mov [rcx+10],#10 // penetration 2
  mov [rcx+14],#10 // penetration 3
  mov [rcx+18],#10 // penetration 4
  movd xmm3,[rcx+04]
  movd xmm1,[rcx+08]
  cvtdq2ps xmm1,xmm1
  cvtdq2ps xmm3,xmm3
  mulss xmm3, dword ptr [dmg_multiplier]
  mulss xmm1, dword ptr [admg_multiplier]
  jmp dmg_return

dmg_Enemy:
  movd xmm3,[rcx+04]
  movd xmm1,[rcx+08]
  cvtdq2ps xmm1,xmm1
  cvtdq2ps xmm3,xmm3
  mulss xmm3, dword ptr [enemydmg_multiplier]
  mulss xmm1, dword ptr [enemydmg_multiplier]
  jmp dmg_return

dmg_code:
  movd xmm3,[rcx+04]
  movd xmm1,[rcx+08]
  cvtdq2ps xmm1,xmm1
  cvtdq2ps xmm3,xmm3
  jmp dmg_return


dmg_multiplier:
  dd (float)1

admg_multiplier:
  dd (float)1

enemydmg_multiplier:
  dd (float)0.2


damageMulti:
  jmp far dmg_newmem
  nop 2
dmg_return:



[DISABLE]
I found other damage ids with this DebugView tool and put it into table, so you can add it to your script.
[Link]

also for you on second list I add new column (for ZoDDel) it take data from table and generate for you text:

Code: Select all

"cmp [rcx+00],#5 // Automaton damage
je dmg_code
"
"cmp [rcx+00],#6 // Automaton distance damage (some2) / Automaton Gunship rocket blast
je dmg_code
"
"cmp [rcx+00],#7 // Automaton hand blaster / Unknown event on automaton map
je dmg_code
"
"cmp [rcx+00],#9 // FLAM-40 Flamethrower part 1
je dmg_code
"
"cmp [rcx+00],#10 // GL-21 Grenade launcher part 1 / Mortar Sentry shell
je dmg_code
"
"cmp [rcx+00],#11 // EMS Mortar Sentry / Grenade Launcher / Mortar Sentry 1
je dmg_code
"
"cmp [rcx+00],#19 // LAS-16 Sickle
je dmg_code
"
"cmp [rcx+00],#20 // PLAS-1 Scorcher / SG-8P Punisher Plasma
je dmg_code
"
"cmp [rcx+00],#22 // RS-422 Railgun
je dmg_code
"
it woult be cool if you will use this table
Last edited by Exemplify1524 on Tue Apr 30, 2024 11:28 pm, edited 1 time in total.

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SunBeam
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Re: HELLDIVERS 2

Post by SunBeam »

Exemplify1524 wrote:
Tue Apr 30, 2024 10:10 pm
for ZoDDler
Sometimes the stuff you write really makes it questionable how you appreciate some user here and what they do (when you mangle their nick-name). That above tells me "nah, he gives a fuck who ZoDDeL is.. just passing by".

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