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Re: Ark Survival Evolved+24 v.276.13 [Steam]

Posted: Tue Nov 13, 2018 10:21 pm
by Davedyo
did it work for multiplayer? and now?

Re: Ark Survival Evolved+24 v.276.13 [Steam]

Posted: Wed Nov 14, 2018 2:02 am
by dira.suprima
Bloodybone wrote:
Tue Nov 13, 2018 7:22 pm
dira.suprima wrote:
Tue Nov 13, 2018 2:08 am
Wow,, this game got more update than Windows. Sooo can you please update the table?
Yeah gonna work on it now don't even have an excuse for not updating it now :oops:
Thanks for the hard work.. :D

Re: Ark Survival Evolved+24 v.276.13 [Steam]

Posted: Wed Nov 14, 2018 9:38 pm
by Bloodybone
Davedyo wrote:
Tue Nov 13, 2018 10:21 pm
did it work for multiplayer? and now?
It will only work if you are the one hosting the server

Re: Ark Survival Evolved+24 v.276.13 [Steam]

Posted: Wed Nov 14, 2018 10:51 pm
by Sigan
My script won't disable, in Ark. Never had a problem before... Template is always the same, and disable always works in every other game. What's going on with this game? Check this script out:

Code: Select all

{ Game   : ShooterGame.exe
  Version: 
  Date   : 2018-11-14
  Author : Sigan

  This script gets Engrams pointer and sets a flag to ignore the subtraction upon learning
}

define(address,"ShooterGame.exe"+65ADCB)
define(bytes,41 29 87 34 0C 00 00)

[ENABLE]

assert(address,bytes)
alloc(newmem,$1000,"ShooterGame.exe"+65ADCB)
globalalloc(_Engrams,4)
label(_setMax)
label(code)
label(return)

newmem:

code:
  mov [_Engrams],r15
  cmp [_setMax],1
  je @f
  jmp return
@@:
  sub [r15+00000C34],eax
  jmp return

_setMax:
  dd 0

address:
  jmp newmem
  nop
  nop
return:
registersymbol(_setMax)
[DISABLE]

address:
  db bytes
  // sub [r15+00000C34],eax
unregistersymbol(_setMax)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "ShooterGame.exe"+65ADCB

"ShooterGame.exe"+65AD93: 48 8D 15 46 4D C0 02     -  lea rdx,[ShooterGame.exe+325FAE0]
"ShooterGame.exe"+65AD9A: 48 8D 0D DF 4A C0 02     -  lea rcx,[ShooterGame.exe+325F880]
"ShooterGame.exe"+65ADA1: 41 B8 3C 02 00 00        -  mov r8d,0000023C
"ShooterGame.exe"+65ADA7: 89 7C 24 20              -  mov [rsp+20],edi
"ShooterGame.exe"+65ADAB: E8 50 A5 9A 00           -  call ShooterGame.exe+1005300
"ShooterGame.exe"+65ADB0: 48 8B 8B B0 0A 00 00     -  mov rcx,[rbx+00000AB0]
"ShooterGame.exe"+65ADB7: 48 63 C7                 -  movsxd  rax,edi
"ShooterGame.exe"+65ADBA: 4C 8D 34 C5 00 00 00 00  -  lea r14,[rax*8+00000000]
"ShooterGame.exe"+65ADC2: 49 8B 0C 0E              -  mov rcx,[r14+rcx]
"ShooterGame.exe"+65ADC6: E8 B5 2B CA FF           -  call ShooterGame.exe+2FD980
// ---------- INJECTING HERE ----------
"ShooterGame.exe"+65ADCB: 41 29 87 34 0C 00 00     -  sub [r15+00000C34],eax
// ---------- DONE INJECTING  ----------
"ShooterGame.exe"+65ADD2: 48 8B 05 27 21 04 03     -  mov rax,[ShooterGame.exe+369CF00]
"ShooterGame.exe"+65ADD9: 48 8B 88 D0 01 00 00     -  mov rcx,[rax+000001D0]
"ShooterGame.exe"+65ADE0: 48 8B 59 30              -  mov rbx,[rcx+30]
"ShooterGame.exe"+65ADE4: 48 85 DB                 -  test rbx,rbx
"ShooterGame.exe"+65ADE7: 75 04                    -  jne ShooterGame.exe+65ADED
"ShooterGame.exe"+65ADE9: 48 8B 59 28              -  mov rbx,[rcx+28]
"ShooterGame.exe"+65ADED: 8B 8B B8 0A 00 00        -  mov ecx,[rbx+00000AB8]
"ShooterGame.exe"+65ADF3: 8B C5                    -  mov eax,ebp
"ShooterGame.exe"+65ADF5: 3B F9                    -  cmp edi,ecx
"ShooterGame.exe"+65ADF7: 0F 9C C0                 -  setl al
}
And then, below that would be this:

Code: Select all

[ENABLE]
_setMax:
  dd 1
[DISABLE]
_setMax:
  dd 0
Then, beneath that would be the pointer, with the address as: _Engrams+C34

With this code, I should be able to turn on and off the functionality of the Engrams being subtracted, as well have the pointer so that I could set the value to whatever number I wanted. In other words, once all Engrams are leveled up to the max, I could zero it out. Or, I could never turn that script on, but I'd have the pointer available to add points whenever I liked.

All of this would hinge on spending an Engram point to begin with, in order to find the code.

Edit: That's not the AOB inject point. That injection point would either be an AOB scan or someplace labeled correctly. Barring that, the code enabled once, then disabled, but then wasn't really disabled and couldn't be enabled again. I couldn't turn on or off anything. Using Cheat Engine on Ark is a weird thing...

Re: Ark Survival Evolved+24 v.276.13 [Steam]

Posted: Thu Nov 15, 2018 4:52 am
by Sigan
Also, Bloodybone, when you redo the scripts in this, the Max Out All Items script is great. The inability to turn it off sucks, but so does the inability to select the amount per stack. I say this because, in cooking, you need to be able to put in a specific amount of items in order to cook properly. If there's something you can do about that in the future scripts, it would be much appreciated.

Re: Ark Survival Evolved+24 v.276.13 [Steam]

Posted: Thu Nov 15, 2018 7:33 pm
by Bloodybone
Sigan wrote:
Thu Nov 15, 2018 4:52 am
Also, Bloodybone, when you redo the scripts in this, the Max Out All Items script is great. The inability to turn it off sucks, but so does the inability to select the amount per stack. I say this because, in cooking, you need to be able to put in a specific amount of items in order to cook properly. If there's something you can do about that in the future scripts, it would be much appreciated.
K

Re: Ark Survival Evolved+24 v.276.13 [Steam]

Posted: Thu Nov 15, 2018 7:38 pm
by Bloodybone
Sigan wrote:
Wed Nov 14, 2018 10:51 pm
My script won't disable, in Ark. Never had a problem before... Template is always the same, and disable always works in every other game. What's going on with this game? Check this script out:

Code: Select all

{ Game   : ShooterGame.exe
  Version: 
  Date   : 2018-11-14
  Author : Sigan

  This script gets Engrams pointer and sets a flag to ignore the subtraction upon learning
}

define(address,"ShooterGame.exe"+65ADCB)
define(bytes,41 29 87 34 0C 00 00)

[ENABLE]

assert(address,bytes)
alloc(newmem,$1000,"ShooterGame.exe"+65ADCB)
globalalloc(_Engrams,4)
label(_setMax)
label(code)
label(return)

newmem:

code:
  mov [_Engrams],r15
  cmp [_setMax],1
  je @f
  jmp return
@@:
  sub [r15+00000C34],eax
  jmp return

_setMax:
  dd 0

address:
  jmp newmem
  nop
  nop
return:
registersymbol(_setMax)
[DISABLE]

address:
  db bytes
  // sub [r15+00000C34],eax
unregistersymbol(_setMax)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "ShooterGame.exe"+65ADCB

"ShooterGame.exe"+65AD93: 48 8D 15 46 4D C0 02     -  lea rdx,[ShooterGame.exe+325FAE0]
"ShooterGame.exe"+65AD9A: 48 8D 0D DF 4A C0 02     -  lea rcx,[ShooterGame.exe+325F880]
"ShooterGame.exe"+65ADA1: 41 B8 3C 02 00 00        -  mov r8d,0000023C
"ShooterGame.exe"+65ADA7: 89 7C 24 20              -  mov [rsp+20],edi
"ShooterGame.exe"+65ADAB: E8 50 A5 9A 00           -  call ShooterGame.exe+1005300
"ShooterGame.exe"+65ADB0: 48 8B 8B B0 0A 00 00     -  mov rcx,[rbx+00000AB0]
"ShooterGame.exe"+65ADB7: 48 63 C7                 -  movsxd  rax,edi
"ShooterGame.exe"+65ADBA: 4C 8D 34 C5 00 00 00 00  -  lea r14,[rax*8+00000000]
"ShooterGame.exe"+65ADC2: 49 8B 0C 0E              -  mov rcx,[r14+rcx]
"ShooterGame.exe"+65ADC6: E8 B5 2B CA FF           -  call ShooterGame.exe+2FD980
// ---------- INJECTING HERE ----------
"ShooterGame.exe"+65ADCB: 41 29 87 34 0C 00 00     -  sub [r15+00000C34],eax
// ---------- DONE INJECTING  ----------
"ShooterGame.exe"+65ADD2: 48 8B 05 27 21 04 03     -  mov rax,[ShooterGame.exe+369CF00]
"ShooterGame.exe"+65ADD9: 48 8B 88 D0 01 00 00     -  mov rcx,[rax+000001D0]
"ShooterGame.exe"+65ADE0: 48 8B 59 30              -  mov rbx,[rcx+30]
"ShooterGame.exe"+65ADE4: 48 85 DB                 -  test rbx,rbx
"ShooterGame.exe"+65ADE7: 75 04                    -  jne ShooterGame.exe+65ADED
"ShooterGame.exe"+65ADE9: 48 8B 59 28              -  mov rbx,[rcx+28]
"ShooterGame.exe"+65ADED: 8B 8B B8 0A 00 00        -  mov ecx,[rbx+00000AB8]
"ShooterGame.exe"+65ADF3: 8B C5                    -  mov eax,ebp
"ShooterGame.exe"+65ADF5: 3B F9                    -  cmp edi,ecx
"ShooterGame.exe"+65ADF7: 0F 9C C0                 -  setl al
}
And then, below that would be this:

Code: Select all

[ENABLE]
_setMax:
  dd 1
[DISABLE]
_setMax:
  dd 0
Then, beneath that would be the pointer, with the address as: _Engrams+C34

With this code, I should be able to turn on and off the functionality of the Engrams being subtracted, as well have the pointer so that I could set the value to whatever number I wanted. In other words, once all Engrams are leveled up to the max, I could zero it out. Or, I could never turn that script on, but I'd have the pointer available to add points whenever I liked.

All of this would hinge on spending an Engram point to begin with, in order to find the code.

Edit: That's not the AOB inject point. That injection point would either be an AOB scan or someplace labeled correctly. Barring that, the code enabled once, then disabled, but then wasn't really disabled and couldn't be enabled again. I couldn't turn on or off anything. Using Cheat Engine on Ark is a weird thing...
One question does the script disable if you delete

_setMax:
dd 0

under [DISABLE]?

Re: Ark Survival Evolved+24 v.276.13 [Steam]

Posted: Thu Nov 15, 2018 11:12 pm
by Sigan
The main script, which is the first one, won't even enable anymore. If I add globalalloc(), it won't enable. It won't enable unless I use label(). The second script is separate, but it can't even get called into play now. Originally, the script didn't have a globalalloc(), it had a label(). It would enable, but not disable. If it's using label(), I can't use the second script. I'm not sure what the difference is, but the second script will never engage on just a label.

Re: Ark Survival Evolved+24 v.276.13 [Steam]

Posted: Fri Nov 16, 2018 12:22 am
by Bloodybone
Sigan wrote:
Thu Nov 15, 2018 11:12 pm
The main script, which is the first one, won't even enable anymore. If I add globalalloc(), it won't enable. It won't enable unless I use label(). The second script is separate, but it can't even get called into play now. Originally, the script didn't have a globalalloc(), it had a label(). It would enable, but not disable. If it's using label(), I can't use the second script. I'm not sure what the difference is, but the second script will never engage on just a label.
if you use a label you also have to register it as a symbol e.g.

label(_setMax)
registersymbol(_setMax)

Re: Ark Survival Evolved+24 v.276.13 [Steam]

Posted: Fri Nov 16, 2018 7:25 am
by Sigan
And, as you can see above, label(_setMax) is registered as registersymbol(_setMax)

Re: Ark Survival Evolved+24 v.276.13 [Steam]

Posted: Fri Nov 16, 2018 7:56 am
by Sigan
Also, anything you can do for fishing would be great. Instant hook, instant catch... whatever.

Re: Ark Survival Evolved+24 v.276.13 [Steam]

Posted: Fri Nov 16, 2018 12:42 pm
by Bloodybone
Sigan wrote:
Fri Nov 16, 2018 7:25 am
And, as you can see above, label(_setMax) is registered as registersymbol(_setMax)
Oh yeah right didn't see that, I tend to put it to the labels lol. Just personal preference.

Re: Ark Survival Evolved+24 v.276.13 [Steam]

Posted: Fri Nov 16, 2018 7:12 pm
by Sigan
I understand. I just wish I better understood why it won't activate on a freshly opened instance of the game, anytime I use globalalloc(). I also wish I understood xmm registers better and how to write to them without crashing the game to a desktop every time.

I tend to simply write to registers after the xmm registers have done their jobs and that has always worked for me. Writing CE scripts for Ark seems to be a different beast.

I was looking for the fishing timers, and doing unknown searches with increase/decrease searches in a float value. I couldn't find anything definitive. I searched for them decreasing over time, and then did the reverse and searched for them increasing over time. I searched through multiple casts. I never came back with anything that would instantly land a hit on the line. Now, those counters are probably individual per each fish based on how fishing works. The fish has to be within range for a set amount of time and then it will swim toward the bait, bite the bait, and then you have a quicktime event of key presses. I'd like to figure out how to search for the duration timer necessary, and the range necessary. Then, I'd like to figure out how to make the quicktime event an instant success. But, these things are elusive to me, and writing scripts that won't even run makes doing the searches and attempting a huge time dump.

Re: Ark Survival Evolved+24 v.276.13 [Steam]

Posted: Fri Nov 16, 2018 8:08 pm
by Bloodybone
Sigan wrote:
Fri Nov 16, 2018 7:12 pm
I understand. I just wish I better understood why it won't activate on a freshly opened instance of the game, anytime I use globalalloc(). I also wish I understood xmm registers better and how to write to them without crashing the game to a desktop every time.

I tend to simply write to registers after the xmm registers have done their jobs and that has always worked for me. Writing CE scripts for Ark seems to be a different beast.

I was looking for the fishing timers, and doing unknown searches with increase/decrease searches in a float value. I couldn't find anything definitive. I searched for them decreasing over time, and then did the reverse and searched for them increasing over time. I searched through multiple casts. I never came back with anything that would instantly land a hit on the line. Now, those counters are probably individual per each fish based on how fishing works. The fish has to be within range for a set amount of time and then it will swim toward the bait, bite the bait, and then you have a quicktime event of key presses. I'd like to figure out how to search for the duration timer necessary, and the range necessary. Then, I'd like to figure out how to make the quicktime event an instant success. But, these things are elusive to me, and writing scripts that won't even run makes doing the searches and attempting a huge time dump.
Yeah xmm registers are more complicated then other things, sometimes I have problems with them too like how to get the other values not just the first because they're 16 bytes big instead of 4 or 8 and you can store either 4 4-Byte values in them or 2 8-Byte big values. Also for things like timers they're easier to find if you use the speedhack to slow down the game because you have more time searching for them.

Re: Ark Survival Evolved+24 v.276.13 [Steam]

Posted: Fri Nov 16, 2018 8:26 pm
by Sigan
Good thought on the speedhack. Hadn't thought of that. Maybe that's where I can start... In the end, though, I'd need to find something that writes the value to the timers.

Hmm... maybe a single fish farm test is necessary. How time consuming.