HELLDIVERS 2

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IndigoHotel87
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Re: HELLDIVERS 2

Post by IndigoHotel87 »

Lokisonl wrote:
Mon Apr 08, 2024 6:37 am

My English is bad, but I modified it for you guys.
I removed the contentless part. You can select strategym in the menu or enter the numeric ID yourself.

Please note that some content will cause the game to crash
You need to modify it quickly and close Cheatengine before GameGuard reacts
or use UCE.

Hope you all have fun
Stratagem.ct
Seems like I can't get it to find any values after I attach it to HD2.
EDIT: The other stratagem swapper broke after the Apr 9 update, seems like this one did too.

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

DeepInvader
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Re: HELLDIVERS 2

Post by DeepInvader »

ZoDDeL wrote:
Sat Mar 16, 2024 3:26 am
alternative and simpler guide with slightly different approach with no address input and easier timing.

this guide doesnt make your CE undetected but let you activate scripts and close CE before gameguard notice what happened
so you can cheat without crash / hack detected!
but you cannot use CE to search for stuff or debug the game!!!


hello, thanks a ton for that awsome CET

sadly my game crashes every time I join a random party but It doesnt when I plaz alone (I use the Semi-Legit Settings)

Question: When I activate cheats with this CET, will other people benefit from this as well? Will they also have decreased cooldowns or unlimited strategems? Or Maphack?

BR

Marui555
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Re: HELLDIVERS 2

Post by Marui555 »

@ZoDDeL thanks for the great scripts.
Does enemydmg_multiplier also reduce damage to teammates?

Majik
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Re: HELLDIVERS 2

Post by Majik »

Anyone got an idea of what specifically these are? like is pen 1 for buildings and pen 2 is for medium armored enemies? etc.

mov [rcx+0C],#10 // penetration 1
mov [rcx+10],#10 // penetration 2
mov [rcx+14],#10 // penetration 3
mov [rcx+18],#10 // penetration 4

Fahrenheit
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Re: HELLDIVERS 2

Post by Fahrenheit »

DeepInvader wrote:
Thu Apr 11, 2024 8:50 pm
sadly my game crashes every time I join a random party but It doesnt when I plaz alone (I use the Semi-Legit Settings)

Question: When I activate cheats with this CET, will other people benefit from this as well? Will they also have decreased cooldowns or unlimited strategems? Or Maphack?
I used the table in multiplayer and it worked fine.

Afaik these cheats only apply to you. If you use the maphack, you'll see the whole map but your allies won't.
However, on a personal note I'd strongly advise not to use cheats in multiplayer unless you're playing with friends and they are ok with you using cheats. There are stealthy ones (maphack, no recoil, solo vault opening) and obvious ones (godmode, unlimited stratagems), and the latter are generally poorly received by teammates, so use the CT wisely or use it exclusively to farm solo (which is the fastest way anyway). In times of war, traitors and spies are everywhere!

slet91
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Re: HELLDIVERS 2

Post by slet91 »

Fahrenheit wrote:
Fri Apr 12, 2024 12:43 am
DeepInvader wrote:
Thu Apr 11, 2024 8:50 pm
sadly my game crashes every time I join a random party but It doesnt when I plaz alone (I use the Semi-Legit Settings)

Question: When I activate cheats with this CET, will other people benefit from this as well? Will they also have decreased cooldowns or unlimited strategems? Or Maphack?
I used the table in multiplayer and it worked fine.

Afaik these cheats only apply to you. If you use the maphack, you'll see the whole map but your allies won't.
However, on a personal note I'd strongly advise not to use cheats in multiplayer unless you're playing with friends and they are ok with you using cheats. There are stealthy ones (maphack, no recoil, solo vault opening) and obvious ones (godmode, unlimited stratagems), and the latter are generally poorly received by teammates, so use the CT wisely or use it exclusively to farm solo (which is the fastest way anyway). In times of war, traitors and spies are everywhere!
it craches the game on semi-legit in multiplayer like 3 min in for me to

XxDarkus101Xx
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Re: HELLDIVERS 2

Post by XxDarkus101Xx »

Is it possible to add a full auto cheat? I would love to use those marksman rifles and the scorcher going fully automatic

imnotatroll
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Re: HELLDIVERS 2

Post by imnotatroll »

ZoDDeL wrote:
Thu Apr 11, 2024 2:42 am
...
FYI, running full cheats, switching to the grenade pistol instantly crashes. Didn't try to debug which sub-script causes it though.

Andrewjamesleisure
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Re: HELLDIVERS 2

Post by Andrewjamesleisure »

@ZoDDeL

Am I correct to recall that there was at one point a script that would automatically add samples to us without us having to pick it up and that it was removed from tables due to tripping what appeared to be a sanity check of sorts at the end of missions? If so, I was wondering if you would consider adding that back to your table but in a toned down version so as to pass that sanity check, perhaps 40 common, 40 rare, and 20 super, for example - I have reports from a number of others that trying to extract with 100 or so did not trip it.

I apologize for asking you to something you already said you wouldn't do - I can only say that there are 152 pages to look through and the search function is not good at finding specific comments, such as the one in which you expressed that.

Having said that, does anyone know of a script that automatically added samples to the player's inventory without having to pick a sample up to trigger that? I recall playing with one but I'm not having any luck finding it in this thread.

And, as always, thank you for your efforts.

mikamiyui
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Re: HELLDIVERS 2

Post by mikamiyui »

Andrewjamesleisure wrote:
Fri Apr 12, 2024 3:44 am
@ZoDDeL

Am I correct to recall that there was at one point a script that would automatically add samples to us without us having to pick it up and that it was removed from tables due to tripping what appeared to be a sanity check of sorts at the end of missions? If so, I was wondering if you would consider adding that back to your table but in a toned down version so as to pass that sanity check, perhaps 40 common, 40 rare, and 20 super, for example - I have reports from a number of others that trying to extract with 100 or so did not trip it.

I apologize for asking you to something you already said you wouldn't do - I can only say that there are 152 pages to look through and the search function is not good at finding specific comments, such as the one in which you expressed that.

Having said that, does anyone know of a script that automatically added samples to the player's inventory without having to pick a sample up to trigger that? I recall playing with one but I'm not having any luck finding it in this thread.

And, as always, thank you for your efforts.
Idk if im allowed to share script from other table. But other table have the script to get Samples - 49 Common/39 Rare/5 SuperSample after you pick any sample on map x1 and just extract with it.

ironman69
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Re: HELLDIVERS 2

Post by ironman69 »

thank you zodd for the jetpack. id like to buy you coffee. not much, just wanna thank you. you should put paypal details on ur post too

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ArchernarhZ
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Re: HELLDIVERS 2

Post by ArchernarhZ »

ZoDDeL wrote:
Wed Apr 10, 2024 7:08 pm

Full Legit:
uses the minimum of cheats.
new reload
2 sec shield recharge (2 sec is long if you get continous attacked and recharge timer get interupted!!!)
maphack
no recoil
inf stamina
very tuned down speedhack and damage mod.
tested the script AIO Full Legit, game crashed 5 - 10 minutes in-game

virenkk
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Re: HELLDIVERS 2

Post by virenkk »

ZoDDeL wrote:
Sat Mar 16, 2024 3:26 am
alternative and simpler guide with slightly different approach with no address input and easier timing.

this guide doesnt make your CE undetected but let you activate scripts and close CE before gameguard notice what happened
so you can cheat without crash / hack detected!
but you cannot use CE to search for stuff or debug the game!!!


follow the text+ picture guide or just watch one of the videos down below
i show the usage at the beginning of each video.

step 1

open CE table and open memory viewer
[Link]


step 2
open the game (my table should hook the game itself)
[Link]


step 3
wait a bit if everything was right you should see the last 2 entries in my table populate with adresses/values (green boxes)
like in this screenshot:
[Link]


now you can hit the checkbox on "all together" to activate it (or individual options above).
then close CE table quick with a click on the X on top right of the CE main window.

THE TABLE
Image
the table is split into 3 sections.
basic scripts and advanced scripts and all in one scripts.
while basic script just search for array of byte pattern and overwrite it (nop or change bytes to jump etc.)
the advanced script do memory allocations, full code with jumps and compares and change values.
the all in one scripts are like presets for alle the scripts in the table.

each section has an "all together" script that bound all features into one (so you dont have to click multiple scripts)
all basic scripts with one star / asterisk * (blue box in screenshot) are put into the alltogether for this section.
all advanced script with two star / asterisk ** (red box in screenshot) are put into the alltogether for this section.
if you activate any single script that is also part of alltogether you cannot activate alltogether anymore!!!

easiest way to just choose one of the AIO scripts (yellow box in screenshot) activate it and close the table.
but better take i look into the scripts before and maybe change values to your needs.



currently whitelisted (damage / armor damage / pentration increased) weapons:
AR-23 Liberator / AR-22C Patriot / AR-48 Truth Whisperer / M-105 Stalwart
P-2 Peacemaker / P-19 Redeemer
LAS-5 Scythe
SG-225 Breaker
P-4 Senator
MG-43 / EXO-45 Gatling
ARC-03
FLAM-40 (only the flame from weapon, not the fire that affects ground)
LAS-98
RS-422 railgun
GL-21
MG-206 HMG
EAT-17
EXO-45 rocket
break action shotgun
APW-1 anti material rifle
AC-8 autocannon
GR-8 recoil-less rifle
FAF-14 Spear (javelin rocket)
EXO-49 emancipator gun
MP-98 Knight
SMG-37 Defender
LAS-7 Dagger
LAS-99 quasar
pelican gun (extraction shuttle)
// R-63CS Diligence Counter SNiper
// LAS-16 Sickle
// JAR-5 Dominator
// SG-225SP Breaker Spray&Pray (16)


default weapons(these weapons keep their default values):
G-6 Frag
G-12 High Explosive / G-16 Impact
G-10 Incendiary
//orbital laser
//500kg bomb
//orbital precision strike
//orbital railcannon strike
//orbital 120MM HE barrage
//orbital 380MM HE barrage identical ID's as precision strike
//eagle 110mm rocket pods
//mortar turret
//eagle airstrike
//eagle clusterbomb
//helldiver pot damage
//impact (fall damage???)

everything else get set down to 0 (enemy attacks, airstrikes, orbital strikes, mines, flame tornados)


showcase instant mission complete + instant extraction timer:




showcase fast rescue mission + instant extraction timer:



older showcase videos



p.s. credits to sunbeam who ignited the idea to check the game.dll
p.p.s basic scripts on my table are manually taken from "version.dll" visual studio builds.
but the script codes (byte arrays etc.) originate from posts here in the forum and on the UC forum.
users like cfemen, gir489 and others.
i cut down all scripts to keep the table small and clean.
that including comments, orignal code, credits, registersymbols
thanks for the great CT. I was using another ct which had samples script in it. That ct had unlock all armor script as well. I don't use it. I loved your super damage script. I tried copy pasting super damage code in unlock armor script. I used the option of change script and deleted everything and pasted whole of your super damage code in it. However I am quite sure it didn't work. When I use your ct, it works... I am not a coder ... so can you help as to what I may have done wrong?

this is what i copied and pasted :-

[ENABLE]


aobscanmodule(damageMulti,game.dll,66 0F 6E 59 04 66 0F 6E 49 08 0F 5B C9 0F 5B DB) // should be unique
alloc(dmg_newmem,$2000)

label(dmg_code)
label(dmg_return)

dmg_newmem:
// whitelisted weapons that get super damage
cmp [rcx+00],#48 //#46 // AR-23 Liberator / AR-22C Patriot / AR-48 Truth Whisperer / M-105 Stalwart
je dmg_Super
cmp [rcx+00],#24 //#22 // P-2 Peacemaker / P-19 Redeemer
je dmg_Super
cmp [rcx+00],#25 //#23 // MP-98 Knight
je dmg_Super
cmp [rcx+00],#33 //#31 // SMG-37 Defender
je dmg_Super
cmp [rcx+00],#292 //#288 // LAS-5 Scythe
je dmg_Super
cmp [rcx+00],#291 //#287 // LAS-7 Dagger
je dmg_Super
cmp [rcx+00],#98 //#96 // SG-225 Breaker (11)
je dmg_Super
cmp [rcx+00],#41 //#39 // P-4 Senator
je dmg_Super
cmp [rcx+00],#62 //#60 // MG-43 / EXO-45 Gatling / Gatling Turret
je dmg_Super
cmp [rcx+00],#111 //#109 // ARC-03
je dmg_Super
cmp [rcx+00],#9 //#8 // FLAM-40 part 1
je dmg_Super
//cmp [rcx+00],#303 // FLAM-40 part 2 // ground fire shares ID with flame tornados
//je dmg_Super
cmp [rcx+00],#296 //#292 // LAS-98
je dmg_Super
cmp [rcx+00],#222 //#218 // LAS-99 quasar part 1
je dmg_Super
cmp [rcx+00],#223 // LAS-99 quasar part 2
je dmg_Super
cmp [rcx+00],#21 //#19 // RS-422 railgun
je dmg_Super
cmp [rcx+00],#10 //#9 // GL-21 part 1 / mortar shell (turret)
je dmg_Super
cmp [rcx+00],#215 //#212 // GL-21 part 2
je dmg_Super
cmp [rcx+00],#117 //#115 // MG-206 HMG
je dmg_Super
cmp [rcx+00],#131 //#129 // EAT-17 part 1
je dmg_Super
cmp [rcx+00],#184 //#182 // EAT-17 part 2
je dmg_Super
cmp [rcx+00],#221 //#217 // EAT-17 part 3
je dmg_Super
cmp [rcx+00],#143 //#141 // EXO-45 rocket part 1
je dmg_Super
cmp [rcx+00],#229 //#225 // EXO-45 rocket part 2
je dmg_Super
cmp [rcx+00],#89 // break action shotgun
je dmg_Super
cmp [rcx+00],#118 // anti material rifle
je dmg_Super
cmp [rcx+00],#123 // autocannon part 1
je dmg_Super
cmp [rcx+00],#211 // autocannon part 2
je dmg_Super
cmp [rcx+00],#132 // recoil-less rifle part 1
je dmg_Super
cmp [rcx+00],#220 // recoil-less rifle part 2
je dmg_Super
cmp [rcx+00],#145 // javelin rocket part 1
je dmg_Super
cmp [rcx+00],#231 // javelin rocket part 2
je dmg_Super
cmp [rcx+00],#125 // emancipator exo gun part 1
je dmg_Super
cmp [rcx+00],#212 // emancipator exo gun part 2
je dmg_Super
cmp [rcx+00],#126 // pelican weapon part 1
je dmg_Super
cmp [rcx+00],#214 // pelican weapon part 2
je dmg_Super
cmp [rcx+00],#70 // R-63CS Diligence Counter SNiper
je dmg_Super
cmp [rcx+00],#19 //#17 // LAS-16 Sickle
je dmg_Super
cmp [rcx+00],#80 // JAR-5 Dominator
je dmg_Super
cmp [rcx+00],#97 //#95 // SG-225SP Breaker Spray&Pray (16)
je dmg_Super


// fix me
//cmp [rcx+00],#43 // AR-23P Liberator Penetrator
//je dmg_Super
//cmp [rcx+00],#45 // AR-23C Liberator Concussive
//je dmg_Super
//cmp [rcx+00],#18 // PLAS-1 Scorcher
//je dmg_Super
//cmp [rcx+00],#82 // SG-8 Punisher (9)
//je dmg_Super
//cmp [rcx+00],#93 // SG-8S Slugger (1)
//je dmg_Super
//cmp [rcx+00],#18 // SG-8P Punisher Plasma (1)
//je dmg_Super
//cmp [rcx+00],#111 // ARC-12 Blitzer (5)
//je dmg_Super
//cmp [rcx+00],#97 // SG-225BB Breaker Bugbiter (7)
//je dmg_Super
//cmp [rcx+00],#98 // SG-225NS Breaker Nailspitter (11)
//je dmg_Super
//cmp [rcx+00],#99 // SG-255IE Breaker Incendiary (12)
//je dmg_Super




// these weapons stay default
cmp [rcx+00],#196 //#194 // G-6 Frag part 1
je dmg_code
cmp [rcx+00],#107 // G-6 Frag part 2
je dmg_code
cmp [rcx+00],#208 //#205 // G-12 High Explosive / G-16 Impact
je dmg_code
cmp [rcx+00],#198 //#195 // G-10 Incendiary
je dmg_code
//cmp [rcx+00],#163 // G-23 Stun
//je dmg_code
//cmp [rcx+00],#196 // G-123 Thermite
//je dmg_code

//orbital laser
cmp [rcx+00],#299
je dmg_code
//303 fire ground dmg

//500kg bomb
cmp [rcx+00],#150
je dmg_code
cmp [rcx+00],#268
je dmg_code

//orbital precision strike
cmp [rcx+00],#156
je dmg_code
cmp [rcx+00],#262
je dmg_code

//orbital railcannon strike
cmp [rcx+00],#157
je dmg_code
cmp [rcx+00],#261
je dmg_code

//orbital 120MM HE barrage
cmp [rcx+00],#155
je dmg_code
cmp [rcx+00],#263
je dmg_code

//orbital 380MM HE barrage identical ID's as precision strike
//cmp [rcx+00],#156
//je dmg_code
//cmp [rcx+00],#262
//je dmg_code

//eagle 110mm rocket pods
cmp [rcx+00],#148
je dmg_code
cmp [rcx+00],#236
je dmg_code

//mortar turret
// 10 identical to GL21 bullet
cmp [rcx+00],#218
je dmg_code

//eagle airstrike
cmp [rcx+00],#138
je dmg_code
cmp [rcx+00],#249
je dmg_code

//eagle clusterbomb
cmp [rcx+00],#224
je dmg_code
// 10 shell

//helldiver pot damage
cmp [rcx+00],#253
je dmg_code

//impact fall damage???
cmp [rcx+00],#282
je dmg_code


jmp dmg_Enemy


dmg_Super:
mov [rcx+0C],#10 // penetration 1
mov [rcx+10],#10 // penetration 2
mov [rcx+14],#10 // penetration 3
mov [rcx+18],#10 // penetration 4
movd xmm3,[rcx+04]
movd xmm1,[rcx+08]
cvtdq2ps xmm1,xmm1
cvtdq2ps xmm3,xmm3
mulss xmm3, dword ptr [dmg_multiplier]
mulss xmm1, dword ptr [admg_multiplier]
jmp dmg_return

dmg_Enemy:
movd xmm3,[rcx+04]
movd xmm1,[rcx+08]
cvtdq2ps xmm1,xmm1
cvtdq2ps xmm3,xmm3
mulss xmm3, dword ptr [enemydmg_multiplier]
mulss xmm1, dword ptr [enemydmg_multiplier]
jmp dmg_return

dmg_code:
movd xmm3,[rcx+04]
movd xmm1,[rcx+08]
cvtdq2ps xmm1,xmm1
cvtdq2ps xmm3,xmm3
jmp dmg_return


dmg_multiplier:
dd (float)1

admg_multiplier:
dd (float)1

enemydmg_multiplier:
dd (float)0.2


damageMulti:
jmp far dmg_newmem
nop 2
dmg_return:



[DISABLE]

damageMulti:
db 66 0F 6E 59 04 66 0F 6E 49 08 0F 5B C9 0F 5B DB

dealloc(dmg_newmem)

haha1192919021
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Posts: 5
Joined: Fri Apr 12, 2024 9:41 am
Reputation: 1

Re: HELLDIVERS 2

Post by haha1192919021 »

ZoDDeL wrote:
Sat Mar 16, 2024 3:26 am
alternative and simpler guide with slightly different approach with no address input and easier timing.

this guide doesnt make your CE undetected but let you activate scripts and close CE before gameguard notice what happened
so you can cheat without crash / hack detected!
but you cannot use CE to search for stuff or debug the game!!!


follow the text+ picture guide or just watch one of the videos down below
i show the usage at the beginning of each video.

step 1

open CE table and open memory viewer
[Link]


step 2
open the game (my table should hook the game itself)
[Link]


step 3
wait a bit if everything was right you should see the last 2 entries in my table populate with adresses/values (green boxes)
like in this screenshot:
[Link]


now you can hit the checkbox on "all together" to activate it (or individual options above).
then close CE table quick with a click on the X on top right of the CE main window.

THE TABLE
Image
the table is split into 3 sections.
basic scripts and advanced scripts and all in one scripts.
while basic script just search for array of byte pattern and overwrite it (nop or change bytes to jump etc.)
the advanced script do memory allocations, full code with jumps and compares and change values.
the all in one scripts are like presets for alle the scripts in the table.

each section has an "all together" script that bound all features into one (so you dont have to click multiple scripts)
all basic scripts with one star / asterisk * (blue box in screenshot) are put into the alltogether for this section.
all advanced script with two star / asterisk ** (red box in screenshot) are put into the alltogether for this section.
if you activate any single script that is also part of alltogether you cannot activate alltogether anymore!!!

easiest way to just choose one of the AIO scripts (yellow box in screenshot) activate it and close the table.
but better take i look into the scripts before and maybe change values to your needs.



currently whitelisted (damage / armor damage / pentration increased) weapons:
AR-23 Liberator / AR-22C Patriot / AR-48 Truth Whisperer / M-105 Stalwart
P-2 Peacemaker / P-19 Redeemer
LAS-5 Scythe
SG-225 Breaker
P-4 Senator
MG-43 / EXO-45 Gatling
ARC-03
FLAM-40 (only the flame from weapon, not the fire that affects ground)
LAS-98
RS-422 railgun
GL-21
MG-206 HMG
EAT-17
EXO-45 rocket
break action shotgun
APW-1 anti material rifle
AC-8 autocannon
GR-8 recoil-less rifle
FAF-14 Spear (javelin rocket)
EXO-49 emancipator gun
MP-98 Knight
SMG-37 Defender
LAS-7 Dagger
LAS-99 quasar
pelican gun (extraction shuttle)
// R-63CS Diligence Counter SNiper
// LAS-16 Sickle
// JAR-5 Dominator
// SG-225SP Breaker Spray&Pray (16)


default weapons(these weapons keep their default values):
G-6 Frag
G-12 High Explosive / G-16 Impact
G-10 Incendiary
//orbital laser
//500kg bomb
//orbital precision strike
//orbital railcannon strike
//orbital 120MM HE barrage
//orbital 380MM HE barrage identical ID's as precision strike
//eagle 110mm rocket pods
//mortar turret
//eagle airstrike
//eagle clusterbomb
//helldiver pot damage
//impact (fall damage???)

everything else get set down to 0 (enemy attacks, airstrikes, orbital strikes, mines, flame tornados)


showcase instant mission complete + instant extraction timer:




showcase fast rescue mission + instant extraction timer:



older showcase videos



p.s. credits to sunbeam who ignited the idea to check the game.dll
p.p.s basic scripts on my table are manually taken from "version.dll" visual studio builds.
but the script codes (byte arrays etc.) originate from posts here in the forum and on the UC forum.
users like cfemen, gir489 and others.
i cut down all scripts to keep the table small and clean.
that including comments, orignal code, credits, registersymbols
Hello, have been using your script, it is very good, but the new No Reload will cause the game to crash in the map.
Last edited by haha1192919021 on Fri Apr 12, 2024 3:26 pm, edited 1 time in total.

2610mason
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Posts: 5
Joined: Mon Mar 18, 2024 5:57 pm
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Re: HELLDIVERS 2

Post by 2610mason »

any tables can farm samples"?
not over 100 won't count lol

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