Metal Gear Solid 5 Phantom Pain - table v: 5.0.3 CT

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mate772
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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.9 CT

Post by mate772 » Fri Mar 09, 2018 9:20 pm

Thanks for the share

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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.10 CT

Post by TheyCallMeTim13 » Sat Mar 10, 2018 6:24 pm

Table Updated:
  • v 2.0.10:
    Updated "ITCETeleporter" (v1.0.5).
    Removed "Teleport To: Called Heli LZ", needs more work. Y coordinate isn't always right and you end up under the map. Just use waypoints for now.
    Fixed the multiplier default in "Weapon Fire Rate Hook", I changed it while working on other stuff and forgot to change it back for the last table.
    Added Features:
    • Teleport: Back (Added to Teleporter)
    • Demon Stat Multiplier
    • Heroism Stat Multiplier
    • No Clip (Not for objects, just no hits or knock downs)
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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.11 CT

Post by TheyCallMeTim13 » Sun Mar 11, 2018 1:41 am

Table Updated:
  • v 2.0.11:
    Added Features:
    • Vehicle Acceleration Multiplier
    • Vehicle Speed Multiplier
    • Tank Infinite Ammo
    • Tank Fire Rate Hook
    • Tank Faster Aiming
    • Tank MG No Over Heat
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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.11 CT

Post by nwarmg » Mon Mar 12, 2018 12:40 pm

how does staff hook works?

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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.11 CT

Post by TheyCallMeTim13 » Mon Mar 12, 2018 1:58 pm

nwarmg wrote:
Mon Mar 12, 2018 12:40 pm
how does staff hook works?
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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.12 CT

Post by TheyCallMeTim13 » Tue Mar 13, 2018 8:28 am

Table Updated:
  • v 2.0.12:
    Changed "PlayerRotationAngleHook"; the values act better just still not as desired.
    Removed "PlayerRotationAngleHook" from main hooks, found with "PlayerBaseHook" (connected with "ptrPlayerBaseHook").
    Removed "CamRotationAngleHook" from main hooks, found with "PlayerBaseHook" (connected with "ptrPlayerBaseHook").
    Added Features:
    • Insta Action Hold
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Eddy
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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.12 CT

Post by Eddy » Tue Mar 13, 2018 12:52 pm

nice job

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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.13 CT

Post by TheyCallMeTim13 » Thu Mar 15, 2018 5:08 am

I finally found one that I have been looking for since I got this game, and have had countless crashes while doing so; but finally I have a Weapon Fire Selector script. I'm so happy right now, I Got Burst Fire Ya'll! And the dart gun can now go full auto, which is also pretty sweet. Still haven't tested all weapons.

Table Updated:
  • v 2.0.13:
    Changed "PlayerBaseHook" to "PlayerHook"; changed injection point and pointer level.
    Removed "HealthHook" from main hooks, found with "PlayerHook" (connected with "ptrPlayerHook").
    Removed "BatteryHook" from main hooks, found with "WeaponHook" (connected with "ptrWeaponHook"); Added "BatteryMaxHook", parts from "BatteryHook" that are needed to get the maximum values address.
    Added Features:
    • D-Walker code added to: Infinite Suppressors
    • D-Walker code added to: No Reload
    • D-Walker code added to: Infinite Ammo
    • D-Walker code added to: No Turret Heat
    • Weapon Fire Selector (Single shot, Burst fire, and Full auto)
    • Fill Health (General Helper Scripts)
    • Fill Consciousness (General Helper Scripts)
EDIT:
The "Brennan" is insane with full auto, but it requires "Weapon Fire Rate Hook". I think it my be the trigger state.

Even with "Weapon Accuracy Hook" there is some movement when firing in single shot with the "AM MRS-4" (assault rifles most likely), didn't find it the first try but we'll see if I find this one. But it's still working with burst fire.
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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.13 CT

Post by glecas » Thu Mar 15, 2018 5:38 am

You're pretty good!

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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.13 CT

Post by TheyCallMeTim13 » Thu Mar 15, 2018 5:57 am

glecas wrote:
Thu Mar 15, 2018 5:38 am
You're pretty good!
Not as good as the Assault Rocket Launcher. HA!

EDIT:
Literally just sprayed in a circle on a hill, and heard "Guard post captured" like 3 times.
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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.13 CT

Post by TheyCallMeTim13 » Thu Mar 15, 2018 6:32 am

Here's a key reader for the "Weapon Fire Selector", it'll be added to the next table. Just use "Left D-Pad" or "Num 1" while aimed (Left trigger > 50 or Right mouse).

Code: Select all

{
	Process			: mgsvtpp.exe  -  (x64)
	Module			: mgsvtpp.exe
	Game Title		: Metal Gear Solid 5 Phantom Pain
	Game Version	: 1.0.12.0
	CE Version		: 6.7
	Script Version	: 0.0.1
	Date			: 03/14/18
	Author			: TheyCallMeTim13
	Name			: WeaponFireBurstHook

	Weapon Fire Burst Hook
}

{$lua}
if syntaxcheck then return end
I2CETableCEA.autoAssembleFile('WeaponFireBurstHook.CEA', memrec)
------------------------------ ENABLE ------------------------------
[ENABLE]
RunFireSelectKeyReader = true
FireSelectKeyReaderState = readBytes('intWeaponFireBurstHook', 1)
local function keyReader(thread)
  while RunFireSelectKeyReader do
    local xcs = getXBox360ControllerState()
    if (xcs.LeftTrigger > 50 and xcs.GAMEPAD_DPAD_LEFT)
    or (isKeyPressed(VK_RBUTTON) and isKeyPressed(VK_NUMPAD1)) then
      if FireSelectKeyReaderState == 0x0 then
        FireSelectKeyReaderState = 0x8
      elseif FireSelectKeyReaderState == 0x8 then
        FireSelectKeyReaderState = 0xC
      elseif FireSelectKeyReaderState == 0xC then
        FireSelectKeyReaderState = 0x0
      end
      writeBytes('intWeaponFireBurstHook', FireSelectKeyReaderState)
      sleep(300)
    else
      sleep(0)
    end
  end
  thread.terminate()
end
if syntaxcheck then return end
createThread(keyReader)
------------------------------ DISABLE ------------------------------
[DISABLE]
RunFireSelectKeyReader = false
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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.13 CT

Post by glecas » Thu Mar 15, 2018 6:52 am

TheyCallMeTim13 wrote:
Thu Mar 15, 2018 5:57 am
Not as good as the Assault Rocket Launcher. HA!

EDIT:
Literally just sprayed in a circle on a hill, and heard "Guard post captured" like 3 times.
:lol: Aimbot! :P

TheyCallMeTim13 wrote:
Thu Mar 15, 2018 6:32 am
Here's a key reader for the "Weapon Fire Selector", it'll be added to the next table. Just use "Left D-Pad" or "Num 1" while aimed (Left trigger > 50 or Right mouse).....
That's smart! :geek:

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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.13 CT

Post by TheyCallMeTim13 » Thu Mar 15, 2018 7:12 am

glecas wrote:
Thu Mar 15, 2018 6:52 am
...
:lol: Aimbot! :P
...
I've been thinking about some kind of Lua module for this, but I've only ever done 1 before. And I'm not sure how it would work with injections (yet), which I think is the best/only way to go for am Aimbot.
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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.13 CT

Post by glecas » Thu Mar 15, 2018 7:39 am

TheyCallMeTim13 wrote:
Thu Mar 15, 2018 7:12 am
glecas wrote:
Thu Mar 15, 2018 6:52 am
...
:lol: Aimbot! :P
...
I've been thinking about some kind of Lua module for this, but I've only ever done 1 before. And I'm not sure how it would work with injections (yet), which I think is the best/only way to go for am Aimbot.
I was talking about your "circle" of missiles... hehe...

Don't know about an aimbot though... kills the fun imo...

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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.13 CT

Post by defjunx » Thu Mar 15, 2018 8:22 am

Hi there,

first of all thanks for your amazing work. I had a question though: Is there ever going to be the reward editor again in the table?

Otherwise, how can i get a lot of good soldiers fast?

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