s4boi wrote: ↑Thu Mar 28, 2024 1:56 pm
ZoDDeL wrote: ↑Thu Mar 28, 2024 8:46 am
see my new super damage script in action
Zodd, firstly thank you for your work!
Out of curiosity, what's the difference between your new version of Super Damage and old Super Damage script?
I've never tried old super damage script before since i thought it doesn't work, figured i might as well try it last night, worst thing that could happen is that game boots me out and i deleted that script out of my .CT
However it turns out it works fine for me so I'm curious which version should i use, old script or your updated version.
Not that I plan to use it regularly since that's for me quite like pushing big red glowing button and asking for a ban eventually, im just curious about the differences between those two as learning experience.
For reference, i was referring to this old Super Damage script, all credit for the code goes to its original creator:
[ENABLE]
aobscanmodule(ohk,game.dll,89 87 44 64 00 00)
registersymbol(ohk)
alloc(newmem,$1000,ohk)
alloc(number,4)
label(code)
label(enemy)
label(return)
label(Pcheck)
number:
dd 0
newmem:
cmp [rdi+B38],A
jne enemy
Pcheck:
movss [number],xmm0
cmp [number],42fa0000
ja enemy
jmp code
enemy:
mov [rdi+00006444],0
jmp return
code:
mov [rdi+00006444],eax
jmp return
ohk:
jmp newmem
nop
return:
[DISABLE]
ohk:
db 89 87 44 64 00 00
unregistersymbol(ohk)
dealloc(newmem)
what you quote is no weapon dmg script its just dogsh1t.
it sets health down to zero if the opcode gets called.
the problems are that you cannot exclude everything(mechs, turrets, etc.) without a proper bypass and debugging.
also it doesnt do anything on armored targets.
my script increases the damage, armor damage and penetration (of most weapons) on their real weapon stats.
thats why you can use a pistol and kill any amored target including charger, titans, dropships, tank, plasma towers or cyborg factories.
you can clearly see this in my video. in armory every weapon with a high damage value (7777 or multiplied for shotguns per pellet)
got affected. a good bunch but not all.
also my script doesnt break any game mechanics or hook problemtic opcodes that affect enemies or break your own stuff.
the opcodes my script use dont need any filter / compare to exclude problematic stuff.
chrisreddot3 wrote: ↑Thu Mar 28, 2024 1:50 pm
two problems with me,super damage not worked,and cant pick up items like missle codes to do the main mission=/
i dont have this problem with pickup start codes.
to make sure the damage script works:
you need to open your armory on your ship once and look at the weapon stats so they can update the values.