Tatosoup wrote: ↑Tue Dec 05, 2023 10:04 pm
Edit: I added some scripts, cleaned up all of the useless addresses, and organized it a bit
I don't really see what you cleaned up here
Only raw addresses in most of the scripts which change with any game update.
All comments from the memory region of your injections are removed, these are very usuful for updating a table.
Did leave structures in, so the table size is now bigger than ever before for no reason.
It's also listed in the frf rules for posting tables that you should delete structures to save space.
Based on the structures I can also tell that you used some UE dumper (probably the one from G H) and yet you have just a few bad scripts (bad bc of breaking with any update) and some pointer.
I don't mean to offend you, but you did pretty much the opposite of what you said.
This is a unreal engine game and all unreal engine games share some nice things, for example:
bCanBeDamaged (GodMode)
bActorEnableCollision (NoCollision)
CustomTimeDilation (CharacterSpeed)
JumpMaxCount (InfiniteJumps)
FieldOfView (FoV Modifier)
RelativeScale3D (CharacterSize)
Coordinates (Teleport)
MovementMode (Fly)
TimeDilation (WorldSpeed)
DefaultGravityZ (WorldGravity)
And when you already use a dumper which tells you all these things why not make use of it?
Also I saw all ppl here make pointer for the character's AttributeSet class but even though all of you found the pointers no one of you made any scripts for these values, is there any reason for this?
I mean sure most of these values are handled by the same address so you'll have to make some compares but even though that's a little annoying it's still pretty easy as you already have the player base which you could make use of to do the compares.
In case you wonder why I came here after almost a year, the game got fully released at steam now.