HELLDIVERS 2

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killerkrok555
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Re: HELLDIVERS 2

Post by killerkrok555 »

Yanoto wrote:
Mon Apr 01, 2024 2:32 am
I don't do any damage to enemies at all,from a railgun, the bullets just ricochet.In new version of your script.
In the previous version, the railgun didn't always work either.
funny as hell :D its seems the railgun damage is not whitelisted, which causes it to ricochet

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

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ZoDDeL
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Re: HELLDIVERS 2

Post by ZoDDeL »

Fahrenheit wrote:
Mon Apr 01, 2024 12:54 am
Is it normal that most Stratagems don't work with this table? Orbital laser doesn't deal any damage to living units (only buildings), grenade launcher doesn't seal bug nests, and so on... Or am I missing something?
yep it is normal. because the script set down every damage that isnt whitelisted.

Yanoto wrote:
Mon Apr 01, 2024 2:32 am
I don't do any damage to enemies at all,from a railgun, the bullets just ricochet.In new version of your script.
In the previous version, the railgun didn't always work either.
just use any other weapon. i mean railgun is dogshit. its slow has no area of effect...
but you are lucky. i just added it to the whitelist.



CE Table UPDATE (in my signature)
1 april 2024:
method and table still works.
(no april fools here!)

this time no video.
you have to read :P

added to basic scripts / all together basic script:
no laser weapon overheat
infinite grenades

added to advanced scripts:
killcount 500 for "kill x enemies" missions (one kill to finish the mission)

speedhack x3 + freeze enemies ( they still can attack, dash, jump but not walk anymore)
this one requires to wear the right armor (before activating the script)
with 550, 530 or 450 speed otherwise you will be freezed and cannot move!

example armor that works>
// armor speed 550 / SC-30 Trailblazer Scout / CE-74 Breaker
// armor speed 530 / SC-34 Infiltrator
// armor speed 450 / FS-05 Marksman / FS-23 Battle Master


updated the new weapon DMG script:
added godmode based on the original inf health code
to prevent falldamage or damage from stuff that isnt part of the damage value opcode
you still can get limb damage if you dont use energy shield (even with shield you can get broken legs from high jumps)

added weapons to whitelist>
// MG-43 / EXO-45 Gatling
// ARC-03
// FLAM-40
// LAS-98
// M-105
// RS-422
// LAS-99
// GL-21
// EAT-17
// EXO-45 rocket

added grenades with default stats>
// G-6 Frag
// G-12 High Explosive / G-16 Impact
// G-10 Incendiary
// G-23 Stun
// G-123 Thermite

everything else get set down to 0
this includes orbital strikes, turrets, all enemy attacks

Ronasce
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Re: HELLDIVERS 2

Post by Ronasce »

ZoDDeL wrote:
Mon Apr 01, 2024 1:41 pm
Fahrenheit wrote:
Mon Apr 01, 2024 12:54 am
Is it normal that most Stratagems don't work with this table? Orbital laser doesn't deal any damage to living units (only buildings), grenade launcher doesn't seal bug nests, and so on... Or am I missing something?
yep it is normal. because the script set down every damage that isnt whitelisted.

Yanoto wrote:
Mon Apr 01, 2024 2:32 am
I don't do any damage to enemies at all,from a railgun, the bullets just ricochet.In new version of your script.
In the previous version, the railgun didn't always work either.
just use any other weapon. i mean railgun is dogshit. its slow has no area of effect...
but you are lucky. i just added it to the whitelist.



CE Table UPDATE (in my signature)
1 april 2024:
method and table still works.
(no april fools here!)

this time no video.
you have to read :P

added to basic scripts / all together basic script:
no laser weapon overheat
infinite grenades

added to advanced scripts:
killcount 500 for "kill x enemies" missions (one kill to finish the mission)

speedhack x3 + freeze enemies ( they still can attack, dash, jump but not walk anymore)
this one requires to wear the right armor (before activating the script)
with 550, 530 or 450 speed otherwise you will be freezed and cannot move!

example armor that works>
// armor speed 550 / SC-30 Trailblazer Scout / CE-74 Breaker
// armor speed 530 / SC-34 Infiltrator
// armor speed 450 / FS-05 Marksman / FS-23 Battle Master


updated the new weapon DMG script:
added godmode based on the original inf health code
to prevent falldamage or damage from stuff that isnt part of the damage value opcode
you still can get limb damage if you dont use energy shield (even with shield you can get broken legs from high jumps)

added weapons to whitelist>
// MG-43 / EXO-45 Gatling
// ARC-03
// FLAM-40
// LAS-98
// M-105
// RS-422
// LAS-99
// GL-21
// EAT-17
// EXO-45 rocket

added grenades with default stats>
// G-6 Frag
// G-12 High Explosive / G-16 Impact
// G-10 Incendiary
// G-23 Stun
// G-123 Thermite

everything else get set down to 0
this includes orbital strikes, turrets, all enemy attacks
how do i disable god mode but keep super damage?

sickvoodoo
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Re: HELLDIVERS 2

Post by sickvoodoo »

Has anyone else's game crashed when going into water with a script running? I avoid it now, but seemed a few times I would just touch water I crash.. lol

hellCheaterDerp
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Re: HELLDIVERS 2

Post by hellCheaterDerp »

anyone got the latest inf hp? I know u can just use instant shield + inf syringe, which is almost as good. just curious if its been updated
I got this one from v1.07.Ct like 5 pages back, its kinda buggy. The titan sometimes takes like 10+ rockets to kill , sometimes just a couple .

Code: Select all

[ENABLE]
aobscanmodule(aobWriteHealth,game.dll,45 89 38 49 8B 84 DE 28 04 00 00)
aobWriteHealth:
db 90 90 90

aobscanmodule(INJECT,game.dll,41 8B 84 8B 28 4C 00 00 48 8B 5C 24 20 48 8B 74 24 28)
alloc(newmem,$1000)

label(code)
label(return)

newmem:

code:
  mov [r11+rcx*4+4C28],#9999
  mov eax,[r11+rcx*4+00004C28]
  mov rbx,[rsp+20]
  mov rsi,[rsp+28]
  jmp return

INJECT:
  jmp far newmem
  nop 4
return:
registersymbol(INJECT)

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killerkrok555
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Re: HELLDIVERS 2

Post by killerkrok555 »

hellCheaterDerp wrote:
Mon Apr 01, 2024 8:27 pm
anyone got the latest inf hp? I know u can just use instant shield + inf syringe, which is almost as good. just curious if its been updated
I got this one from v1.07.Ct like 5 pages back, its kinda buggy. The titan sometimes takes like 10+ rockets to kill , sometimes just a couple .

Code: Select all

[ENABLE]
aobscanmodule(aobWriteHealth,game.dll,45 89 38 49 8B 84 DE 28 04 00 00)
aobWriteHealth:
db 90 90 90

aobscanmodule(INJECT,game.dll,41 8B 84 8B 28 4C 00 00 48 8B 5C 24 20 48 8B 74 24 28)
alloc(newmem,$1000)

label(code)
label(return)

newmem:

code:
  mov [r11+rcx*4+4C28],#9999
  mov eax,[r11+rcx*4+00004C28]
  mov rbx,[rsp+20]
  mov rsi,[rsp+28]
  jmp return

INJECT:
  jmp far newmem
  nop 4
return:
registersymbol(INJECT)
there is no diff between player and bile titan since they can both be used by players/dev so when you are activating it you are giving #9999 to the bile titan two, thats why the only way to kill it is to destroy its parts

sinner2469
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Re: HELLDIVERS 2

Post by sinner2469 »

I'm just want to say thanks for all the work and just curious if you have any way of adding the auto complete missions to the table I heard
gir489 say that his code he wrote for show all map blips checks if the mission flag is 0 or 1 before checking to show the blip as orange. Write 1 to all mission flags and then the game will go into the Pelican phase. Then just use the instant Pelican script to extract quickly.

But I have no idea how to change the flags to 1

If you or anyone could show me how to possibly change this I'd be really grateful also once again thanks for the awesome work
ZoDDeL wrote:
Mon Apr 01, 2024 1:41 pm
Fahrenheit wrote:
Mon Apr 01, 2024 12:54 am
Is it normal that most Stratagems don't work with this table? Orbital laser doesn't deal any damage to living units (only buildings), grenade launcher doesn't seal bug nests, and so on... Or am I missing something?
yep it is normal. because the script set down every damage that isnt whitelisted.

Yanoto wrote:
Mon Apr 01, 2024 2:32 am
I don't do any damage to enemies at all,from a railgun, the bullets just ricochet.In new version of your script.
In the previous version, the railgun didn't always work either.
just use any other weapon. i mean railgun is dogshit. its slow has no area of effect...
but you are lucky. i just added it to the whitelist.



CE Table UPDATE (in my signature)
1 april 2024:
method and table still works.
(no april fools here!)

this time no video.
you have to read :P

added to basic scripts / all together basic script:
no laser weapon overheat
infinite grenades

added to advanced scripts:
killcount 500 for "kill x enemies" missions (one kill to finish the mission)

speedhack x3 + freeze enemies ( they still can attack, dash, jump but not walk anymore)
this one requires to wear the right armor (before activating the script)
with 550, 530 or 450 speed otherwise you will be freezed and cannot move!

example armor that works>
// armor speed 550 / SC-30 Trailblazer Scout / CE-74 Breaker
// armor speed 530 / SC-34 Infiltrator
// armor speed 450 / FS-05 Marksman / FS-23 Battle Master


updated the new weapon DMG script:
added godmode based on the original inf health code
to prevent falldamage or damage from stuff that isnt part of the damage value opcode
you still can get limb damage if you dont use energy shield (even with shield you can get broken legs from high jumps)

added weapons to whitelist>
// MG-43 / EXO-45 Gatling
// ARC-03
// FLAM-40
// LAS-98
// M-105
// RS-422
// LAS-99
// GL-21
// EAT-17
// EXO-45 rocket

added grenades with default stats>
// G-6 Frag
// G-12 High Explosive / G-16 Impact
// G-10 Incendiary
// G-23 Stun
// G-123 Thermite

everything else get set down to 0
this includes orbital strikes, turrets, all enemy attacks

Wraboozers
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Posts: 5
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Re: HELLDIVERS 2

Post by Wraboozers »

ZoDDeL wrote:
Mon Apr 01, 2024 1:41 pm
Fahrenheit wrote:
Mon Apr 01, 2024 12:54 am
Is it normal that most Stratagems don't work with this table? Orbital laser doesn't deal any damage to living units (only buildings), grenade launcher doesn't seal bug nests, and so on... Or am I missing something?
yep it is normal. because the script set down every damage that isnt whitelisted.

Yanoto wrote:
Mon Apr 01, 2024 2:32 am
I don't do any damage to enemies at all,from a railgun, the bullets just ricochet.In new version of your script.
In the previous version, the railgun didn't always work either.
just use any other weapon. i mean railgun is dogshit. its slow has no area of effect...
but you are lucky. i just added it to the whitelist.



CE Table UPDATE (in my signature)
1 april 2024:
method and table still works.
(no april fools here!)

this time no video.
you have to read :P

added to basic scripts / all together basic script:
no laser weapon overheat
infinite grenades

added to advanced scripts:
killcount 500 for "kill x enemies" missions (one kill to finish the mission)

speedhack x3 + freeze enemies ( they still can attack, dash, jump but not walk anymore)
this one requires to wear the right armor (before activating the script)
with 550, 530 or 450 speed otherwise you will be freezed and cannot move!

example armor that works>
// armor speed 550 / SC-30 Trailblazer Scout / CE-74 Breaker
// armor speed 530 / SC-34 Infiltrator
// armor speed 450 / FS-05 Marksman / FS-23 Battle Master


updated the new weapon DMG script:
added godmode based on the original inf health code
to prevent falldamage or damage from stuff that isnt part of the damage value opcode
you still can get limb damage if you dont use energy shield (even with shield you can get broken legs from high jumps)

added weapons to whitelist>
// MG-43 / EXO-45 Gatling
// ARC-03
// FLAM-40
// LAS-98
// M-105
// RS-422
// LAS-99
// GL-21
// EAT-17
// EXO-45 rocket

added grenades with default stats>
// G-6 Frag
// G-12 High Explosive / G-16 Impact
// G-10 Incendiary
// G-23 Stun
// G-123 Thermite

everything else get set down to 0
this includes orbital strikes, turrets, all enemy attacks
Thank you so much for all your hard work!

Edit: Would it be possible to make a script that's similar to "killcount 500 for "kill x enemies" script but for the "rescue civilians" type missions as well?
Last edited by Wraboozers on Tue Apr 02, 2024 4:22 am, edited 1 time in total.

sickvoodoo
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Re: HELLDIVERS 2

Post by sickvoodoo »

ZoDDeL wrote:
Mon Apr 01, 2024 1:41 pm
CE Table UPDATE (in my signature)
1 april 2024:
method and table still works.
(no april fools here!)

this time no video.
you have to read :P

added to basic scripts / all together basic script:
no laser weapon overheat
infinite grenades

added to advanced scripts:
killcount 500 for "kill x enemies" missions (one kill to finish the mission)

speedhack x3 + freeze enemies ( they still can attack, dash, jump but not walk anymore)
this one requires to wear the right armor (before activating the script)
with 550, 530 or 450 speed otherwise you will be freezed and cannot move!

example armor that works>
// armor speed 550 / SC-30 Trailblazer Scout / CE-74 Breaker
// armor speed 530 / SC-34 Infiltrator
// armor speed 450 / FS-05 Marksman / FS-23 Battle Master


updated the new weapon DMG script:
added godmode based on the original inf health code
to prevent falldamage or damage from stuff that isnt part of the damage value opcode
you still can get limb damage if you dont use energy shield (even with shield you can get broken legs from high jumps)

added weapons to whitelist>
// MG-43 / EXO-45 Gatling
// ARC-03
// FLAM-40
// LAS-98
// M-105
// RS-422
// LAS-99
// GL-21
// EAT-17
// EXO-45 rocket

added grenades with default stats>
// G-6 Frag
// G-12 High Explosive / G-16 Impact
// G-10 Incendiary
// G-23 Stun
// G-123 Thermite

everything else get set down to 0
this includes orbital strikes, turrets, all enemy attacks
So the "Evacuate Priority Citizens" mission the citizens are stuck at the waypoint with the speed mod active.

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ZoDDeL
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Re: HELLDIVERS 2

Post by ZoDDeL »

sickvoodoo wrote:
Mon Apr 01, 2024 5:13 pm
Has anyone else's game crashed when going into water with a script running? I avoid it now, but seemed a few times I would just touch water I crash.. lol
i cannot reproduce your crash. i can walk into water and even deep water (were you drown to dead) doesnt crash for me.

Wraboozers wrote:
Tue Apr 02, 2024 2:16 am

Thank you so much for all your hard work!

Edit: Would it be possible to make a script that's similar to "killcount 500 for "kill x enemies" script but for the "rescue civilians" type missions as well?
just added

sickvoodoo wrote:
Tue Apr 02, 2024 2:57 am
So the "Evacuate Priority Citizens" mission the citizens are stuck at the waypoint with the speed mod active.
fixed


UPDATE
2 april 2024:
method and table still works.



added script to rescue citzens count.
just rescue one and the count sets to 80 / mission gets finished

fixed speedhack for rescue citizens
now they moving x2 speed for SUPER EARTH! (they glitch if they run faster than x2...)

changed speedhack should now support every armor!!!

table link in signature

VladossX
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Re: HELLDIVERS 2

Post by VladossX »

Need updated all stratagem function

Ronasce
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Re: HELLDIVERS 2

Post by Ronasce »

ZoDDeL wrote:
Tue Apr 02, 2024 8:43 am

2 april 2024:
method and table still works.



added script to rescue citzens count.
just rescue one and the count sets to 80 / mission gets finished

fixed speedhack for rescue citizens
now they moving x2 speed for SUPER EARTH! (they glitch if they run faster than x2...)

changed speedhack should now support every armor!!!

table link in signature
hello how do i activate super damage but disable god mode?

GlitchedDuck
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Re: HELLDIVERS 2

Post by GlitchedDuck »

ZoDDeL wrote:
Tue Apr 02, 2024 8:43 am
sickvoodoo wrote:
Mon Apr 01, 2024 5:13 pm
Has anyone else's game crashed when going into water with a script running? I avoid it now, but seemed a few times I would just touch water I crash.. lol
i cannot reproduce your crash. i can walk into water and even deep water (were you drown to dead) doesnt crash for me.

Wraboozers wrote:
Tue Apr 02, 2024 2:16 am

Thank you so much for all your hard work!

Edit: Would it be possible to make a script that's similar to "killcount 500 for "kill x enemies" script but for the "rescue civilians" type missions as well?
just added

sickvoodoo wrote:
Tue Apr 02, 2024 2:57 am
So the "Evacuate Priority Citizens" mission the citizens are stuck at the waypoint with the speed mod active.
fixed


UPDATE
2 april 2024:
method and table still works.



added script to rescue citzens count.
just rescue one and the count sets to 80 / mission gets finished

fixed speedhack for rescue citizens
now they moving x2 speed for SUPER EARTH! (they glitch if they run faster than x2...)

changed speedhack should now support every armor!!!

table link in signature
Thanks for the consistent updates, been using your tables from the start. Looks like the latest update has stopped super damage working, or any damage at all. Was working fine just before this update.

Thanks

Slayheim
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Re: HELLDIVERS 2

Post by Slayheim »

Any working table for samples?

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ZoDDeL
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Re: HELLDIVERS 2

Post by ZoDDeL »

GlitchedDuck wrote:
Tue Apr 02, 2024 10:16 am

Thanks for the consistent updates, been using your tables from the start. Looks like the latest update has stopped super damage working, or any damage at all. Was working fine just before this update.

Thanks
yep just saw the 1.48GB update after leaving the game...
checked the script and all work exept:
old damage script (was expected because it was no aob scan but assert address)
i will drop the old damage script because i do like the new one more and its easier to maintain.

rescue citizen count (i think i can fix this quickly)
i already have an idea to make it more stable for future updates.

should be fixed in an hour i guess.

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