VirgilSouth wrote: ↑Tue Jun 20, 2023 7:25 pmSimple pointers for resources in misson
XP seems purely cosmetic
Aliens: Dark Descent
Re: Aliens: Dark Descent
Everything else is working for me, just having trouble with exp. Can you explain how to properly use it.
Re: Aliens: Dark Descent
Just located the health code, the following are code for inf HP and OHK
OHK:
Inf HP:
Currently I still working on the armor value
OHK:
Code: Select all
[ENABLE]
aobscanmodule(aobCombat_OHK,AliensDarkDescentGameSteam-Win64-Shipping.exe,F3 0F 10 B0 08 01 00 00 48) // should be unique
alloc(newmem,$1000,aobCombat_OHK)
label(IsEnemy)
label(NotEnemy)
label(code)
label(return)
newmem:
cmp [rax+000000c8],0
je IsEnemy
cmp [rax+000000c8],3
je IsEnemy
cmp [rax+000000c8],5
je IsEnemy
jmp NotEnemy
IsEnemy:
cmp [rax+00000108],(float)1
jle code
mov [rax+00000108],(float)1
jmp code
NotEnemy:
movss xmm6,[rax+00000110]
addss xmm6,[rax+00000110]
movss [rax+00000108],xmm6
jmp return
code:
movss xmm6,[rax+00000108]
jmp return
aobCombat_OHK:
jmp newmem
nop 3
return:
registersymbol(aobCombat_OHK)
[DISABLE]
aobCombat_OHK:
db F3 0F 10 B0 08 01 00 00
unregistersymbol(aobCombat_OHK)
dealloc(newmem)
Inf HP:
Code: Select all
[ENABLE]
aobscanmodule(aobCombat_InfHP,AliensDarkDescentGameSteam-Win64-Shipping.exe,F3 0F 11 86 08 01 00 00 48) // should be unique
alloc(newmem,$1000,aobCombat_InfHP)
label(code)
label(return)
newmem:
cmp [rsi+000000c8],0
je code
cmp [rsi+000000c8],3
je code
cmp [rsi+000000c8],5
je code
movss xmm0,[rsi+00000110]
addss xmm0,[rsi+00000110]
jmp code
code:
movss [rsi+00000108],xmm0
jmp return
aobCombat_InfHP:
jmp newmem
nop 3
return:
registersymbol(aobCombat_InfHP)
[DISABLE]
aobCombat_InfHP:
db F3 0F 11 86 08 01 00 00
unregistersymbol(aobCombat_InfHP)
dealloc(newmem)
Last edited by hzlleo123 on Wed Jun 21, 2023 5:43 pm, edited 2 times in total.
Re: Aliens: Dark Descent
Here is a Script for Max Level Soldiers
Code: Select all
[ENABLE]
aobscanmodule(INJECT,AliensDarkDescentGameSteam-Win64-Shipping.exe,89 81 F4 09 00 00 85) // should be unique
alloc(newmem,$1000,INJECT)
label(code)
label(return)
newmem:
code:
//mov [rcx+000009F4],eax
mov [rcx+000009F4],500
jmp return
INJECT:
jmp newmem
nop
return:
registersymbol(INJECT)
[DISABLE]
INJECT:
db 89 81 F4 09 00 00
unregistersymbol(INJECT)
dealloc(newmem)
Last edited by Raex on Thu Jun 22, 2023 3:25 am, edited 1 time in total.
Re: Aliens: Dark Descent
My earlier post has a script for Max Level Soldiers.Kami101 wrote: ↑Wed Jun 21, 2023 2:29 pmEverything else is working for me, just having trouble with exp. Can you explain how to properly use it.
VirgilSouth wrote: ↑Tue Jun 20, 2023 7:25 pmSimple pointers for resources in misson
XP seems purely cosmetic
Re: Aliens: Dark Descent
I am really sorry for asking, I am a noob. How do you use it and activate it. Cannot seem to copy paste it in cheat engine. Would you please be so kind to explain.
Raex wrote: ↑Wed Jun 21, 2023 3:43 pmMy earlier post has a script for Max Level Soldiers.Kami101 wrote: ↑Wed Jun 21, 2023 2:29 pmEverything else is working for me, just having trouble with exp. Can you explain how to properly use it.
VirgilSouth wrote: ↑Tue Jun 20, 2023 7:25 pmSimple pointers for resources in misson
XP seems purely cosmetic
Re: Aliens: Dark Descent
Ammo:
Stress:
Code: Select all
[ENABLE]
aobscanmodule(ammo,AliensDarkDescentGameSteam-Win64-Shipping.exe,40 53 48 83 EC 30 89 91 D8 03 00 00 48 8B D9) // should be unique
alloc(newmem,$1000,ammo)
label(code return)
registersymbol(ammo code)
newmem:
push rbx
sub rsp,30
cmp [rcx+000003D8],edx
ja @f
mov [rcx+000003D8],edx
@@:
mov rbx,rcx
jmp return
code:
readmem(ammo,15)
jmp return
ammo:
jmp newmem
nop
return:
[DISABLE]
ammo:
readmem(code,15)
unregistersymbol(*)
dealloc(*)
Code: Select all
[ENABLE]
aobscanmodule(stress,AliensDarkDescentGameSteam-Win64-Shipping.exe,F3 0F 11 01 48 8B 49 18) // should be unique
alloc(newmem,$1000,stress)
label(code return)
registersymbol(stress code)
newmem:
xorps xmm0,xmm0
movss [rcx],xmm0
mov rcx,[rcx+18]
jmp return
code:
readmem(stress,8)
jmp return
stress:
jmp newmem
nop 3
return:
[DISABLE]
stress:
readmem(code,8)
unregistersymbol(*)
dealloc(*)
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Re: Aliens: Dark Descent
Could someone please make a nice table from the scripts?
I can't get it to make something useful that works in the game.
I can't get it to make something useful that works in the game.
Re: Aliens: Dark Descent
1) I don't see a 'Please' in there.-Taiwendo- wrote: ↑Wed Jun 21, 2023 6:22 pmCould someone please make a nice table from the scripts?
I can't get it to make something useful that works in the game.
2) Not even one post up, someone explained, correctly, how to do it.
Maybe if you bothered to try...
Re: Aliens: Dark Descent
What an excellent question, and an excellent response. Your explanation was very clear, easy-to-follow, and to the point. Thank you.
Re: Aliens: Dark Descent
Sianz and Virgil are the real magicians here, not me, I just found out how to use Sianz's scripts myself
Re: Aliens: Dark Descent
Posted a small table: viewtopic.php?f=4&t=24972
Re: Aliens: Dark Descent
I would love to have the option to stop the planet infestation level from going up.
I don't like these arbitrary gaming mechanics that basically works the same way, as some dude standing behind you, yelling at you to "hurry the fuck up or else".
I don't mind some mechanism that pressures you to do stuff, when they're rooted in the gameworld. When they make sense.
I.E. Hive alertness going up the more they encounter marines, makes perfect sense. Of course, it's also annoying when you're just at the end of the MEDIUM alertness and want to do just one more objective before GTFO, and know that when you run into a drone, all hell is gonna break loose. But it makes sense in the game's setting, so i'm not bothered by it.
But the planet infestation is just there to be there, it's escalation for the sake of escalation and it's super annoying, because it has nothing to do with the player actions. it goes up every day, no matter whether you go on missions or not. Yeah, someone might argue that it's prolly caused by the hive growing bigger, but as long as i understand the xenomorph, the completely opposite shit would happen if there wouldn't be encounters, they would slither back to the hive goo and go to sleep until something happens.
OR, even better, keep the planetary infestation mechanics, but go up one notch only after player does a deployment, and every day the player stays at the Otago, make it go back down a notch. That would be great, and it would make sense in the gameworld. Probably not doable via Cheat Engine, especially after it goes up a level.
Anyway, having the option to stop the "Planet Infestation" from rising would be lovely.
So, are you having fun with ADD? I like it so far, but i'm annoyed by the NEVERENDING movie quotes, and i'm super pissed off about these scripted moments and situations. The game has a solid base, but i think they would do much better if they went more roguelike-ish way. Just have a level with a hive hidden somewhere that would slowly grew and dynamically react to the player actions. There wouldn't be as many cinematic moments, but it would feel more true to the genre. The sad thing is that it's all there, they just decided for a bit more directed approach, maybe not to scare of casual players. Which prolly won't play this anyway, because while it might look like a twinstick shooter on the screenshots, it's actually pretty complex. It has more common with some tabletops than computer RTS. Which makes sense of course, because it was inspired by a tabletop.
ADD is VERY close to amazing game, but it needs balancing and give the players A LOT more gameplay options. Maybe they'll patch some stuff in.
We can only dream how cool could the game made according to the original Colonial Marines concept be, if they went with the original plan, tactical squad shooter with similar features to ADD, just in FPS format, instead of the generic shit with xeno skin we got instead...
P.S.
Have you also noticed the odd vocabulary and typos in the game?
I don't like these arbitrary gaming mechanics that basically works the same way, as some dude standing behind you, yelling at you to "hurry the fuck up or else".
I don't mind some mechanism that pressures you to do stuff, when they're rooted in the gameworld. When they make sense.
I.E. Hive alertness going up the more they encounter marines, makes perfect sense. Of course, it's also annoying when you're just at the end of the MEDIUM alertness and want to do just one more objective before GTFO, and know that when you run into a drone, all hell is gonna break loose. But it makes sense in the game's setting, so i'm not bothered by it.
But the planet infestation is just there to be there, it's escalation for the sake of escalation and it's super annoying, because it has nothing to do with the player actions. it goes up every day, no matter whether you go on missions or not. Yeah, someone might argue that it's prolly caused by the hive growing bigger, but as long as i understand the xenomorph, the completely opposite shit would happen if there wouldn't be encounters, they would slither back to the hive goo and go to sleep until something happens.
OR, even better, keep the planetary infestation mechanics, but go up one notch only after player does a deployment, and every day the player stays at the Otago, make it go back down a notch. That would be great, and it would make sense in the gameworld. Probably not doable via Cheat Engine, especially after it goes up a level.
Anyway, having the option to stop the "Planet Infestation" from rising would be lovely.
So, are you having fun with ADD? I like it so far, but i'm annoyed by the NEVERENDING movie quotes, and i'm super pissed off about these scripted moments and situations. The game has a solid base, but i think they would do much better if they went more roguelike-ish way. Just have a level with a hive hidden somewhere that would slowly grew and dynamically react to the player actions. There wouldn't be as many cinematic moments, but it would feel more true to the genre. The sad thing is that it's all there, they just decided for a bit more directed approach, maybe not to scare of casual players. Which prolly won't play this anyway, because while it might look like a twinstick shooter on the screenshots, it's actually pretty complex. It has more common with some tabletops than computer RTS. Which makes sense of course, because it was inspired by a tabletop.
ADD is VERY close to amazing game, but it needs balancing and give the players A LOT more gameplay options. Maybe they'll patch some stuff in.
We can only dream how cool could the game made according to the original Colonial Marines concept be, if they went with the original plan, tactical squad shooter with similar features to ADD, just in FPS format, instead of the generic shit with xeno skin we got instead...
P.S.
Have you also noticed the odd vocabulary and typos in the game?
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Re: Aliens: Dark Descent
The update today broke this, could you please update it? It worked great!VirgilSouth wrote: ↑Tue Jun 20, 2023 7:25 pmSimple pointers for resources in misson
XP seems purely cosmetic
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Re: Aliens: Dark Descent
You can adjust the infestation level with this table. I tested it on my playthrough and reduced a level 4 infestation back to level 1. There's also an option for changing the hive size.
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