HELLDIVERS 2

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FlameLord7
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Re: HELLDIVERS 2

Post by FlameLord7 »

ZoDDeL wrote:
Thu Mar 28, 2024 8:46 am
see my new super damage script in action


you can get the table at my Helldivers 2 CE Guide post (in my signature)

Pretty nice work!, lot of us don't know how much time it takes for ya, i tested it and works very well, a sugestion for it could be "increase dmg by n percent", but i don't know much assebmly, there it's a example

// Assuming the original weapon damage is in eax
mov ecx, eax // Copy the original damage to ecx
mov edx, 30 // Load 30 into edx for the percentage calculation
imul ecx, edx // Multiply the original damage by 30
mov edx, 100 // Load 100 into edx for the division
idiv edx // Divide the result by 100 to get 30% of the original damage
// Now, eax contains 30% of the original damage
add eax, ecx // Add the 30% to the original damage
// eax now contains the new weapon damage

i tried with something like that, but i'm not sure if it works, ill test it
newmem:
//rax4
mov R1,#30
mul R2,[rax+04],R1
mov R1,#100
div R2,R2,R1
add [rax+04],R2

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

waifupurplebutt
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Re: HELLDIVERS 2

Post by waifupurplebutt »

ZoDDeL wrote:
Thu Mar 28, 2024 8:46 am
see my new super damage script in action


you can get the table at my Helldivers 2 CE Guide post (in my signature)
Did you add infinite health, grenades, and mission time? Your claim earlier that they get detected was incorrect.

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ZoDDeL
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Re: HELLDIVERS 2

Post by ZoDDeL »

FlameLord7 wrote:
Thu Mar 28, 2024 3:41 pm


Pretty nice work!, lot of us don't know how much time it takes for ya, i tested it and works very well, a sugestion for it could be "increase dmg by n percent", but i don't know much assebmly, there it's a example

// Assuming the original weapon damage is in eax
mov ecx, eax // Copy the original damage to ecx
mov edx, 30 // Load 30 into edx for the percentage calculation
imul ecx, edx // Multiply the original damage by 30
mov edx, 100 // Load 100 into edx for the division
idiv edx // Divide the result by 100 to get 30% of the original damage
// Now, eax contains 30% of the original damage
add eax, ecx // Add the 30% to the original damage
// eax now contains the new weapon damage

i tried with something like that, but i'm not sure if it works, ill test it
newmem:
//rax4
mov R1,#30
mul R2,[rax+04],R1
mov R1,#100
div R2,R2,R1
add [rax+04],R2
already thought about a multiplicator (i do this often in my CE scripts)
but i dont have a bypass to debug / disassemble the game properly.
the static values are there for a reason.
the opcode gets repeatedly called(get triggered by looking in your weapon armory on the ship).
if i set an multiplicator it might blow up really quick and cause bugs, crashes.
also i dont want to make the code more complex as needed.

waifupurplebutt wrote:
Thu Mar 28, 2024 3:53 pm

Did you add infinite health, grenades, and mission time? Your claim earlier that they get detected was incorrect.
i wont add inf.mission timer because i think its useless
inf.grenade ill maaaybe add, but aside of maybe bug holes i dont need nades.
inf.health will be never part of my table because this script causes problems.
energy shield is a way better and cleaner script.

my claim was and still is that registersymbols are readable in memory same as memory allocations and can be instant detected.
that also put my weapon damage script in a dangerous position because of the memory allocation.

anyway my table is a distillate of the most usefull scripts that also do leave the least footprint in memory.
so there is no place for mediocre gimmicks.

but you are free to use any tables / scripts and combine them how you like.
Last edited by ZoDDeL on Fri Mar 29, 2024 2:43 am, edited 1 time in total.

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Catalin.Andrey98
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Re: HELLDIVERS 2

Post by Catalin.Andrey98 »

Does anyone have a script for a legit infinite ammo ?

And also a script to reduce the backpack shield cooldown to 1 sec or 2 sec and not to eliminate the cooldown at all, like i saw in a lot of tables?
Last edited by Catalin.Andrey98 on Thu Mar 28, 2024 8:49 pm, edited 2 times in total.

lormdoep
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Re: HELLDIVERS 2

Post by lormdoep »

without github its not possible to do some sample stuff?

Yanoto
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Re: HELLDIVERS 2

Post by Yanoto »

Catalin.Andrey98 wrote:
Thu Mar 28, 2024 7:08 pm
Does anyone have a script for a legit infinite ammo ?

And also a script to reduce the backpack shield cooldown to 1 sec or 2 sec and not to eliminate the cooldown at all, like i saw in a lot of tables?
[ENABLE]

aobscanmodule(ammo_legit,game.dll,41 83 2C C2 01 4D 8D 04 C2 49 8B 84 CA)
registersymbol(ammo_legit)
alloc(newmem,1024)
label(return)

newmem:
cmp dword ptr [r10+rax*8],#2
jle short @f
sub dword ptr [r10+rax*8],01
@@:
lea r8,[r10+rax*8]
mov rax,[r10+rcx*8+00002028]
jmp return

ammo_legit:
jmp far newmem
nop 3
return:

[DISABLE]

depressedjacket
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Re: HELLDIVERS 2

Post by depressedjacket »

Yanoto wrote:
Thu Mar 28, 2024 10:24 pm
Catalin.Andrey98 wrote:
Thu Mar 28, 2024 7:08 pm
Does anyone have a script for a legit infinite ammo ?

And also a script to reduce the backpack shield cooldown to 1 sec or 2 sec and not to eliminate the cooldown at all, like i saw in a lot of tables?
[ENABLE]

aobscanmodule(ammo_legit,game.dll,41 83 2C C2 01 4D 8D 04 C2 49 8B 84 CA)
registersymbol(ammo_legit)
alloc(newmem,1024)
label(return)

newmem:
cmp dword ptr [r10+rax*8],#2
jle short @f
sub dword ptr [r10+rax*8],01
@@:
lea r8,[r10+rax*8]
mov rax,[r10+rcx*8+00002028]
jmp return

ammo_legit:
jmp far newmem
nop 3
return:

[DISABLE]
Out of curiosity, how would you undo something like this when you disable it?

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ZoDDeL
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Re: HELLDIVERS 2

Post by ZoDDeL »

depressedjacket wrote:
Fri Mar 29, 2024 12:44 am
Yanoto wrote:
Thu Mar 28, 2024 10:24 pm
Catalin.Andrey98 wrote:
Thu Mar 28, 2024 7:08 pm
Does anyone have a script for a legit infinite ammo ?

And also a script to reduce the backpack shield cooldown to 1 sec or 2 sec and not to eliminate the cooldown at all, like i saw in a lot of tables?
[ENABLE]

aobscanmodule(ammo_legit,game.dll,41 83 2C C2 01 4D 8D 04 C2 49 8B 84 CA)
registersymbol(ammo_legit)
alloc(newmem,1024)
label(return)

newmem:
cmp dword ptr [r10+rax*8],#2
jle short @f
sub dword ptr [r10+rax*8],01
@@:
lea r8,[r10+rax*8]
mov rax,[r10+rcx*8+00002028]
jmp return

ammo_legit:
jmp far newmem
nop 3
return:

[DISABLE]
Out of curiosity, how would you undo something like this when you disable it?
you cant disable it because you cant let CE open (you will get detected).
thats why we delete the disable part. its useless anyway.

the disable part gets automatic generated together with the whole aob code on autoassemble in CE.

but to answer your question, it would look like this:

Code: Select all

[DISABLE]

ammo_legit:
  db 41 83 2C C2 01 4D 8D 04 C2 49 8B 84 CA

unregistersymbol(godmode)
dealloc(newmem)


T420killz
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Re: HELLDIVERS 2

Post by T420killz »

ZoDDeL wrote:
Thu Mar 28, 2024 4:37 pm
FlameLord7 wrote:
Thu Mar 28, 2024 3:41 pm


Pretty nice work!, lot of us don't know how much time it takes for ya, i tested it and works very well, a sugestion for it could be "increase dmg by n percent", but i don't know much assebmly, there it's a example

// Assuming the original weapon damage is in eax
mov ecx, eax // Copy the original damage to ecx
mov edx, 30 // Load 30 into edx for the percentage calculation
imul ecx, edx // Multiply the original damage by 30
mov edx, 100 // Load 100 into edx for the division
idiv edx // Divide the result by 100 to get 30% of the original damage
// Now, eax contains 30% of the original damage
add eax, ecx // Add the 30% to the original damage
// eax now contains the new weapon damage

i tried with something like that, but i'm not sure if it works, ill test it
newmem:
//rax4
mov R1,#30
mul R2,[rax+04],R1
mov R1,#100
div R2,R2,R1
add [rax+04],R2
already thought about a multiplicator (i do this often in my CE scripts)
but i dont have a bypass to debug / disassemble the game properly.
the static values are there for a reason.
the opcode gets repeatedly called(get triggered by looking in your weapon armory on the ship).
if i set an multiplicator it might blow up really quick and cause bugs, crashes.
also i dont want to make the code more complex as needed.

waifupurplebutt wrote:
Thu Mar 28, 2024 3:53 pm

Did you add infinite health, grenades, and mission time? Your claim earlier that they get detected was incorrect.
i wont add inf.mission timer because i think its useless
inf.grenade ill maaaybe add, but aside of maybe bug holes i dont need nades.
inf.health will be never part of my table because this script causes problems.
energy shield is a way better and cleaner script.

my claim was and still is that registersymbols are readable in memory same as memory allocations and can be instant detected.
that also put my weapon damage script in a dangerous position because of the memory allocation.

anyway my table is a distillate of the most usefull scripts that also do leave the least footprint in memory.
so there is no place for mediocre gimmicks.

but you are free to use any tables / scripts and combine them how you like.
everytime i try to use your table the activate all never finished loading, both addresses fill up as well 180000000 and 18000004E
ive followed all instructions as well

omega3k
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Re: HELLDIVERS 2

Post by omega3k »

anyone have the link that has super damage

TheBigWeeb
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Re: HELLDIVERS 2

Post by TheBigWeeb »

This no longer works. No matter how quickly I kill CE, I am ejected after 2-3 minutes. This has been tested during single and multi player games.

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ZoDDeL
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Re: HELLDIVERS 2

Post by ZoDDeL »

T420killz wrote:
Fri Mar 29, 2024 5:06 am

everytime i try to use your table the activate all never finished loading, both addresses fill up as well 180000000 and 18000004E
ive followed all instructions as well
we dont do this 180000000 crap anymore.
read my guide in signature or watch any video there. they all show what todo in the beginning.
i bet that you just activate it too early before the game.dll is even loaded...



omega3k wrote:
Fri Mar 29, 2024 5:56 am
anyone have the link that has super damage
link in my signature.
table is at the bottom of the guide.

TheBigWeeb wrote:
Fri Mar 29, 2024 6:51 am
This no longer works. No matter how quickly I kill CE, I am ejected after 2-3 minutes. This has been tested during single and multi player games.
you have to follow my guide (in signature).
and use a table that doesnt use detected scripts.
still works 100%
just checked it 2 minutes ago.


p.s. must be hard to check the last 2-3 pages of this topic as people keep asking the same stuff or make false statements...

Bootloop
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Re: HELLDIVERS 2

Post by Bootloop »

SunBeam wrote:
Thu Mar 21, 2024 1:56 pm
..to tease little kids and "look at me, I'm the most awesome haxx0r in the game". Then they wonder why we don't spoon feed them..
Hasn't this always been the way? I'd be happy that you've created one of the only - and best in my opinion - platforms for this.

I mean ever since the scene was upended and people started exploiting it for money, then we got Napster etc... the rest is history. Back in the day I ran 2 of the best release racing boards, we ran topsites, IIRC bot farms... I pushed one of the first SQL auto-rootkits.

If I used my old Psuedo, I doubt anybody would even know me. I'm just another (Gen X) script kiddie getting some fun out of the scene still by boosting games, mashing other peoples code because I can't be arsed and having some fun. Such is life.

Kudos to ZoDDeL. Big love man.

As a note. The 'fast Extraction' seems to get flagged even after CE is closed.

Image

// ##########################################################
// INF HEALTH
// INF SYRINGES
// INF STAMINA
// INF STRATEGEMS
// INF SHIELD
// NO RECOIL
// NO RELOAD
// INF GRENADES
// INF TIMER
// SHOW MAP
// INF JETPACK
// ##########################################################

*If anybody is having any issues I have all the above working fine mashed together from all the good people here. Just DM if you want some help instead of littering the thread.

PhaseShiftStalker
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Re: HELLDIVERS 2

Post by PhaseShiftStalker »

I thought Inf Mission Time was detected and longer usable. I still see people mentioning it but I remember after a recent patch it got detected immediately because they transferred the check server-side. I don't really need it but I was just curious how is it possible that it still works

Bootloop
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Re: HELLDIVERS 2

Post by Bootloop »

PhaseShiftStalker wrote:
Fri Mar 29, 2024 1:52 pm
I thought Inf Mission Time was detected and longer usable
I wasn't aware of that and have it included, maybe it's that which was being flagged sometimes?¿ I seem to have an issue if I try to include the 'reduce pickup' timer.

That being said, I've been smashing out missions all last night and today and timer has been stuck on 40 or 12 minutes each time.

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