HELLDIVERS 2

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gir489
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Re: HELLDIVERS 2

Post by gir489 »

FR1000 wrote:
Tue May 28, 2024 10:14 pm
I'm trying to launch Helldivers 2 bypass table, but it doesn't open anything up.
Make sure your Cheat Engine settings looks like this:

Image

When you open the table it should give you a dialog like this:

Image

Hit Yes, then you will either hear a voice say "Activated" about a second later, or you will immediately hear "Failed. Please try again."

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

phineas
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Re: HELLDIVERS 2

Post by phineas »

gir489 wrote:
Tue May 28, 2024 6:50 pm
I need people to test it and report back if the shuttle still leaves when it shouldn't.
I tried it in one game. The shuttle left before everybody else got in.

Details: I called the shuttle and waited for a random to join, when they landed and walked
around a little, I jumped on the shuttle and it left immediately.

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gir489
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Re: HELLDIVERS 2

Post by gir489 »

phineas wrote:
Wed May 29, 2024 1:27 am
gir489 wrote:
Tue May 28, 2024 6:50 pm
I need people to test it and report back if the shuttle still leaves when it shouldn't.
I tried it in one game. The shuttle left before everybody else got in.

Details: I called the shuttle and waited for a random to join, when they landed and walked
around a little, I jumped on the shuttle and it left immediately.
Yeah... I still got the same behaviour without the script. This one was to sus out the behaviour if the script was causing it or not, and it's clearly not. If it was the script, then 2 people on the shuttle should've caused it to leave early, because instead of just jumping to the return scenario early, like before, and anything else calling it would just succeed too. I now just set bit 0 and bit 1 as if both players are on the button. If something else like the ship were to use this, it would need bit 0, 1, 2 and 3. At very least Player 1 and Player 3 both getting on the ship would cause it to erroneously leave.

Clearly the game is just fucking broken. I've heard (my dad works at Nintendo style) that if you damage the ship, it will leave early, which I have tried, if I shoot the ship with the damage mod it will leave as soon as I get in it. However, in normal circumstances, it does it too. My theory is that just landing damages the ship enough to leave. I remember when making Patriot Godmode (which I'm not releasing) I found that just simply being released from the Pellican to the ground made it go from 700 health to 620. You literally lose 80 health from it being deployed. Shit game!

That's a lotta words, too bad I'm not readin' em: The ship should leave with 2 people at least if the script was causing it.

DarkestLite
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Re: HELLDIVERS 2

Post by DarkestLite »

nevermind this, i see now.

kittykatwack
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Re: HELLDIVERS 2

Post by kittykatwack »

Does anyone any have a update cheat table with sickle no overheat?

JKTrigger
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Re: HELLDIVERS 2

Post by JKTrigger »

I don't know why, but I failed to customize Zoddel's latest version of the damage mod script. In the process, I found that the old version of the script is more suitable for modification.
I slightly changed Zoddel's custom damage script, increasing the damage and structural damage value of the railgun and P-4 revolver to 600, and 8 levels of penetration (the original game's railgun has a full charge of 600 damage and 60 structural damage. In the unsafe mode, it has 8 levels of penetration when fully charged, and the structural damage is 120). Increased the bullet guard dog and the electric shotgun by 25% and 50%, and the penetration level was changed to 4.
Almost all other weapons have increased their damage by 50%
The laser guard dog's penetration level has also been increased to 4
Spoiler
{ Game : helldivers2.exe
Version:
Date : 2024-04-07
Author : ZoDDeL

This script does blah blah blah
}

[ENABLE]


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

label(dmg_code)
label(dmg_return)

dmg_newmem:
cmp [rcx+04],#0 // skip any 0 dmg weapons like smoke or unknown shit
je dmg_code

// whitelisted weapons that get super damage
cmp [rcx+00], #9 // FLAM-40 part 1
je dmg_code
cmp [rcx+00], #10 // GL-21 part 1 projectile / mortar shell (turret)
je dmg_code
cmp [rcx+00], #19 // LAS-16 Sickle
je dmg_Pump/*
cmp [rcx+00], #20 // SG-8P Punisher Plasma (1) / PLAS-1 Scorcher
je dmg_code*/
cmp [rcx+00], #22 // RS-422 railgun
je dmg_Super
cmp [rcx+00], #26 // MP-98 Knight
je dmg_code
cmp [rcx+00], #34 // SMG-37 Defender
je dmg_code
cmp [rcx+00], #42 // P-113 Verdict
je dmg_code
cmp [rcx+00], #51 // AR-23 Liberator / AR-22C Patriot / AR-48 Truth Whisperer / M-105 Stalwart / AR-61 Tenderizer / Guard Dog
je dmg_Pump
cmp [rcx+00], #117 // ARC-12 thunder
je dmg_Pump
cmp [rcx+00], #41 // SMG-72 Pummeler
je dmg_code
cmp [rcx+00], #48 // AR-23P Liberator Penetrator
je dmg_code
cmp [rcx+00], #50 // AR-23C Liberator Concussive
je dmg_code
cmp [rcx+00], #25 // P-19 Redeemer
je dmg_code
cmp [rcx+00], #27 // P-2 Peacemaker
je dmg_code
cmp [rcx+00], #44 // P-4 Senator
je dmg_Super
cmp [rcx+00], #65 // MG-43 / EXO-45 Gatling / Gatling Turret / BR-14 Adjudicator / AR-L20 Jus
je dmg_code
cmp [rcx+00], #73 // R-63 Diligence
je dmg_code
cmp [rcx+00], #74 // R-63CS Diligence Counter Sniper
je dmg_code
cmp [rcx+00], #80 // R-36 Eruptor 1
je dmg_code
cmp [rcx+00], #84 // JAR-5 Dominator
je dmg_code
cmp [rcx+00], #88 // SG-8 Punisher
je dmg_code
cmp [rcx+00], #99 // SG-8S Slugger
je dmg_code
cmp [rcx+00], #101 // SG-225SP Breaker SpradamageMultiy&Pray
je dmg_code
cmp [rcx+00], #102 // SG-225 Breaker
je dmg_code
cmp [rcx+00], #104 // SG-225NS Breaker Nailspitter
je dmg_code
cmp [rcx+00], #105 // SG-225IE Breaker Incendiary
je dmg_code
cmp [rcx+00], #121 // MG-206 HMG
je dmg_code
cmp [rcx+00], #122 // anti material rifle
je dmg_code
cmp [rcx+00], #124 // CB-9 explosive crossbow 1
je dmg_code
cmp [rcx+00], #125 // CB-9 explosive crossbow 2
je dmg_code
cmp [rcx+00], #127 // autocannon part 1 // projectile
je dmg_code
cmp [rcx+00], #129 // emancipator exo gun part 1
je dmg_code
cmp [rcx+00], #130 // pelican weapon part 1
je dmg_code
cmp [rcx+00], #134 // GP-31 grenade pistol part 1 (part 2 = gren launcher explo)
je dmg_Super
cmp [rcx+00], #135 // EAT-17 part 1
je dmg_code
cmp [rcx+00], #136 // recoil-less rifle part 1 shell
je dmg_code
cmp [rcx+00], #147 // EXO-45 rocket part 1
je dmg_code
cmp [rcx+00], #184 // PLAS-1 Scorcher explosion
je dmg_code
cmp [rcx+00], #186 // SG-8P Punisher Plasma explosion
je dmg_code
cmp [rcx+00], #202 // RL-77 airburst (ground???)
je dmg_code
cmp [rcx+00], #205 // R-36 Eruptor 3
je dmg_code
cmp [rcx+00], #216 // autocannon part 2 // explosion
je dmg_code
cmp [rcx+00], #217 // emancipator exo gun part 2
je dmg_code
cmp [rcx+00], #219 // pelican weapon part 2
je dmg_code
cmp [rcx+00], #220 // GL-21 / GP-31 grenade pistol explosion
je dmg_code
cmp [rcx+00], #227 // LAS-99 quasar part 1
je dmg_Super
cmp [rcx+00], #228 // LAS-99 quasar part 2
je dmg_code
cmp [rcx+00], #224 // RL-77 airburst (rocket)
je dmg_code
cmp [rcx+00], #225 // recoil-less rifle part 2 explosion
je dmg_code
cmp [rcx+00], #226 // EAT-17 part 3
je dmg_code
cmp [rcx+00], #296 // LAS-7 Dagger
je dmg_code
cmp [rcx+00], #297 // LAS-5 Scythe
je dmg_code
cmp [rcx+00], #234 // EXO-45 rocket part 2
je dmg_code
cmp [rcx+00], #302 // LAS-98
je dmg_code

// these weapons stay default
cmp [rcx+00],#111 // G-6 Frag part 2
je dmg_code
cmp [rcx+00],#112 // Orbital airburst impact
je dmg_code
cmp [rcx+00],#126 // tesla tower
je dmg_code
cmp [rcx+00],#132 // Eagle strafing run impact
je dmg_code
cmp [rcx+00],#138 // Eagle airstrike impact
je dmg_code
cmp [rcx+00],#140 // rocket sentry turret 1
je dmg_code
cmp [rcx+00],#148 // Eagle 110MM rocket pods impact
je dmg_code
cmp [rcx+00],#150 // 500KG bomb impact
je dmg_code
cmp [rcx+00],#155 // Orbital 120MM HE barrage impact
je dmg_code
cmp [rcx+00],#157 // Orbital railcannon impact
je dmg_code
cmp [rcx+00],#158 // Orbital gas canister impact
je dmg_code
cmp [rcx+00],#160 // Orbital precision strike impact
je dmg_code
cmp [rcx+00],#201 // G-6 Frag part 1 // shares ID with airburst rocket launcher (cluster)
je dmg_code
cmp [rcx+00],#203 // G-10 Incendiary/incendiary mines (explosion) // burning is ground fire 309 like flame tornadoes or flamethrower ground fire
je dmg_code
cmp [rcx+00],#204 // G-123 Thermite (explosion)
je dmg_code
cmp [rcx+00],#213 // G-12 High Explosive / G-16 Impact
je dmg_code
cmp [rcx+00],#214 // Eagle strafing run pods
je dmg_code
cmp [rcx+00],#223 // mortar turred explosion
je dmg_code
cmp [rcx+00],#229 // Eagle Clusterbomb pods
je dmg_code
cmp [rcx+00],#231 // Napalm SEAF impact
je dmg_code
cmp [rcx+00],#236 // Eagle 110MM rocket pods
je dmg_code
cmp [rcx+00],#239 // rocket sentry turret 2
je dmg_code
cmp [rcx+00],#243 // anti personnel mines
je dmg_code
cmp [rcx+00],#245 // anti tank mines
je dmg_code
cmp [rcx+00],#249 // Eagle Airstrike
je dmg_code
cmp [rcx+00],#258 // Hellpod impact damage
je dmg_code
cmp [rcx+00],#261 // Orbital railcannon explosion
je dmg_code
cmp [rcx+00],#263 // Orbital 120MM HE barrage explosion
je dmg_code
cmp [rcx+00],#267 // Orbital precision strike explosion
je dmg_code
cmp [rcx+00],#268 // 500KG bomb explosion
je dmg_code
cmp [rcx+00],#273 // High-yield SEAF explosion
je dmg_code
cmp [rcx+00],#282 // Impact Fall damage
je dmg_code
cmp [rcx+00],#287 // Hellbomb / SEAF Mini-Nuke
je dmg_code
cmp [rcx+00],#298 // AX/LAS-5 "Guard Dog" Rover
je dmg_lazerdog
cmp [rcx+00],#305 // Orbital Laser
je dmg_code
// cmp [rcx+00],#309 // Napalm SEAF burn
// je dmg_code
cmp [rcx+00],#310 // G-123 Thermite (burn)
je dmg_code
cmp [rcx+00],#321 // Orbital Gas
je dmg_code

jmp dmg_Enemy


dmg_Super:
mov [rcx+04],#600 // writes m_max_damage
mov [rcx+08],#600 // writes m_min_damage
mov [rcx+0C],#8 // writes m_penetration_no_angle
mov [rcx+10],#8 // writes m_penetration_angle
mov [rcx+14],#8 // writes m_penetration_3
mov [rcx+18],#8 // writes m_penetration_4
mov [rcx+1C],#30 // writes m_demolition
mov [rcx+20],#100 // writes m_pushback
mov [rcx+24],#100 // writes m_unk1 value.
jmp dmg_code
//movd xmm3,[rcx+04]
//movd xmm1,[rcx+08]
//cvtdq2ps xmm1,xmm1
//cvtdq2ps xmm3,xmm3
//mulss xmm3, dword ptr [dmg_multiplier] // multiplies value with dmg_multiplier
//mulss xmm1, dword ptr [dmg_multiplier] // multiplies value with admg_multiplier
//jmp dmg_check

dmg_lazerdog:
mov [rcx+04],#450 // writes m_max_damage
mov [rcx+08],#90 // writes m_min_damage
mov [rcx+0C],#4 // writes m_penetration_no_angle
mov [rcx+10],#4 // writes m_penetration_angle
mov [rcx+14],#4 // writes m_penetration_3
mov [rcx+18],#4 // writes m_penetration_4
jmp dmg_code

dmg_Pump:
mov [rcx+04],#75 // writes m_max_damage
mov [rcx+08],#25 // writes m_min_damage
mov [rcx+0C],#4 // writes m_penetration_no_angle
mov [rcx+10],#4 // writes m_penetration_angle
mov [rcx+14],#4 // writes m_penetration_3
mov [rcx+18],#4 // writes m_penetration_4
jmp dmg_code

//dmg_check:
// comiss xmm3, dword ptr [dmg_limit] // checks if dmg after multiplier is above dmg_limit
// ja short dmg_cap
// comiss xmm1, dword ptr [dmg_limit] // checks if admg after multiplier is above dmg_limit
// ja short dmg_cap
// jmp dmg_return
//
//dmg_cap:
// movss xmm3, dword ptr [dmg_limit] // writes dmg_limit value
// movss xmm1, dword ptr [dmg_limit] // writes dmg_limit value
// jmp dmg_return

dmg_Enemy:
mov [rcx+0C],#0 // writes m_penetration_no_angle
mov [rcx+10],#0 // writes m_penetration_angle
mov [rcx+14],#0 // writes m_penetration_3
mov [rcx+18],#0 // writes m_penetration_4
// mov [rcx+1C],#0 // writes m_demolition //Removed because it makes bugs get stuck in their attack animation if they encounter a wall.
// mov [rcx+20],#0 // writes m_pushback
// mov [rcx+24],#100 // writes m_unk1 value.
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
mulss xmm3, dword ptr [dmg_multiplier] // multiplies value with dmg_multiplier
mulss xmm1, dword ptr [admg_multiplier] // multiplies value with admg_multiplier
jmp dmg_return


dmg_multiplier:
dd (float)1.5 // edit this for times x base damage (1 is default)

admg_multiplier:
dd (float)1.5 // edit this for times x armor/limb damage (1 is default)


enemydmg_multiplier:
dd (float)0.75 // edit this for times x enemy damage (1 is default)

dmg_limit:
dd (float)7000 // limit the super damage to prevent creating weapons that would outdamage inf health


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)
dealloc(dmg_multiplier)
dealloc(enemydmg_multiplier)
dealloc(dmg_limit)
unregistersymbol(damageMulti)

0CrossTrigger0
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Posts: 48
Joined: Wed May 22, 2024 9:05 am
Reputation: 3

Re: HELLDIVERS 2

Post by 0CrossTrigger0 »

JKTrigger wrote:
Wed May 29, 2024 11:14 am
I don't know why, but I failed to customize Zoddel's latest version of the damage mod script. In the process, I found that the old version of the script is more suitable for modification.
I slightly changed Zoddel's custom damage script, increasing the damage and structural damage value of the railgun and P-4 revolver to 600, and 8 levels of penetration (the original game's railgun has a full charge of 600 damage and 60 structural damage. In the unsafe mode, it has 8 levels of penetration when fully charged, and the structural damage is 120). Increased the bullet guard dog and the electric shotgun by 25% and 50%, and the penetration level was changed to 4.
Almost all other weapons have increased their damage by 50%
The laser guard dog's penetration level has also been increased to 4
Spoiler
{ Game : helldivers2.exe
Version:
Date : 2024-04-07
Author : ZoDDeL

This script does blah blah blah
}

[ENABLE]


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

label(dmg_code)
label(dmg_return)

dmg_newmem:
cmp [rcx+04],#0 // skip any 0 dmg weapons like smoke or unknown shit
je dmg_code

// whitelisted weapons that get super damage
cmp [rcx+00], #9 // FLAM-40 part 1
je dmg_code
cmp [rcx+00], #10 // GL-21 part 1 projectile / mortar shell (turret)
je dmg_code
cmp [rcx+00], #19 // LAS-16 Sickle
je dmg_Pump/*
cmp [rcx+00], #20 // SG-8P Punisher Plasma (1) / PLAS-1 Scorcher
je dmg_code*/
cmp [rcx+00], #22 // RS-422 railgun
je dmg_Super
cmp [rcx+00], #26 // MP-98 Knight
je dmg_code
cmp [rcx+00], #34 // SMG-37 Defender
je dmg_code
cmp [rcx+00], #42 // P-113 Verdict
je dmg_code
cmp [rcx+00], #51 // AR-23 Liberator / AR-22C Patriot / AR-48 Truth Whisperer / M-105 Stalwart / AR-61 Tenderizer / Guard Dog
je dmg_Pump
cmp [rcx+00], #117 // ARC-12 thunder
je dmg_Pump
cmp [rcx+00], #41 // SMG-72 Pummeler
je dmg_code
cmp [rcx+00], #48 // AR-23P Liberator Penetrator
je dmg_code
cmp [rcx+00], #50 // AR-23C Liberator Concussive
je dmg_code
cmp [rcx+00], #25 // P-19 Redeemer
je dmg_code
cmp [rcx+00], #27 // P-2 Peacemaker
je dmg_code
cmp [rcx+00], #44 // P-4 Senator
je dmg_Super
cmp [rcx+00], #65 // MG-43 / EXO-45 Gatling / Gatling Turret / BR-14 Adjudicator / AR-L20 Jus
je dmg_code
cmp [rcx+00], #73 // R-63 Diligence
je dmg_code
cmp [rcx+00], #74 // R-63CS Diligence Counter Sniper
je dmg_code
cmp [rcx+00], #80 // R-36 Eruptor 1
je dmg_code
cmp [rcx+00], #84 // JAR-5 Dominator
je dmg_code
cmp [rcx+00], #88 // SG-8 Punisher
je dmg_code
cmp [rcx+00], #99 // SG-8S Slugger
je dmg_code
cmp [rcx+00], #101 // SG-225SP Breaker SpradamageMultiy&Pray
je dmg_code
cmp [rcx+00], #102 // SG-225 Breaker
je dmg_code
cmp [rcx+00], #104 // SG-225NS Breaker Nailspitter
je dmg_code
cmp [rcx+00], #105 // SG-225IE Breaker Incendiary
je dmg_code
cmp [rcx+00], #121 // MG-206 HMG
je dmg_code
cmp [rcx+00], #122 // anti material rifle
je dmg_code
cmp [rcx+00], #124 // CB-9 explosive crossbow 1
je dmg_code
cmp [rcx+00], #125 // CB-9 explosive crossbow 2
je dmg_code
cmp [rcx+00], #127 // autocannon part 1 // projectile
je dmg_code
cmp [rcx+00], #129 // emancipator exo gun part 1
je dmg_code
cmp [rcx+00], #130 // pelican weapon part 1
je dmg_code
cmp [rcx+00], #134 // GP-31 grenade pistol part 1 (part 2 = gren launcher explo)
je dmg_Super
cmp [rcx+00], #135 // EAT-17 part 1
je dmg_code
cmp [rcx+00], #136 // recoil-less rifle part 1 shell
je dmg_code
cmp [rcx+00], #147 // EXO-45 rocket part 1
je dmg_code
cmp [rcx+00], #184 // PLAS-1 Scorcher explosion
je dmg_code
cmp [rcx+00], #186 // SG-8P Punisher Plasma explosion
je dmg_code
cmp [rcx+00], #202 // RL-77 airburst (ground???)
je dmg_code
cmp [rcx+00], #205 // R-36 Eruptor 3
je dmg_code
cmp [rcx+00], #216 // autocannon part 2 // explosion
je dmg_code
cmp [rcx+00], #217 // emancipator exo gun part 2
je dmg_code
cmp [rcx+00], #219 // pelican weapon part 2
je dmg_code
cmp [rcx+00], #220 // GL-21 / GP-31 grenade pistol explosion
je dmg_code
cmp [rcx+00], #227 // LAS-99 quasar part 1
je dmg_Super
cmp [rcx+00], #228 // LAS-99 quasar part 2
je dmg_code
cmp [rcx+00], #224 // RL-77 airburst (rocket)
je dmg_code
cmp [rcx+00], #225 // recoil-less rifle part 2 explosion
je dmg_code
cmp [rcx+00], #226 // EAT-17 part 3
je dmg_code
cmp [rcx+00], #296 // LAS-7 Dagger
je dmg_code
cmp [rcx+00], #297 // LAS-5 Scythe
je dmg_code
cmp [rcx+00], #234 // EXO-45 rocket part 2
je dmg_code
cmp [rcx+00], #302 // LAS-98
je dmg_code

// these weapons stay default
cmp [rcx+00],#111 // G-6 Frag part 2
je dmg_code
cmp [rcx+00],#112 // Orbital airburst impact
je dmg_code
cmp [rcx+00],#126 // tesla tower
je dmg_code
cmp [rcx+00],#132 // Eagle strafing run impact
je dmg_code
cmp [rcx+00],#138 // Eagle airstrike impact
je dmg_code
cmp [rcx+00],#140 // rocket sentry turret 1
je dmg_code
cmp [rcx+00],#148 // Eagle 110MM rocket pods impact
je dmg_code
cmp [rcx+00],#150 // 500KG bomb impact
je dmg_code
cmp [rcx+00],#155 // Orbital 120MM HE barrage impact
je dmg_code
cmp [rcx+00],#157 // Orbital railcannon impact
je dmg_code
cmp [rcx+00],#158 // Orbital gas canister impact
je dmg_code
cmp [rcx+00],#160 // Orbital precision strike impact
je dmg_code
cmp [rcx+00],#201 // G-6 Frag part 1 // shares ID with airburst rocket launcher (cluster)
je dmg_code
cmp [rcx+00],#203 // G-10 Incendiary/incendiary mines (explosion) // burning is ground fire 309 like flame tornadoes or flamethrower ground fire
je dmg_code
cmp [rcx+00],#204 // G-123 Thermite (explosion)
je dmg_code
cmp [rcx+00],#213 // G-12 High Explosive / G-16 Impact
je dmg_code
cmp [rcx+00],#214 // Eagle strafing run pods
je dmg_code
cmp [rcx+00],#223 // mortar turred explosion
je dmg_code
cmp [rcx+00],#229 // Eagle Clusterbomb pods
je dmg_code
cmp [rcx+00],#231 // Napalm SEAF impact
je dmg_code
cmp [rcx+00],#236 // Eagle 110MM rocket pods
je dmg_code
cmp [rcx+00],#239 // rocket sentry turret 2
je dmg_code
cmp [rcx+00],#243 // anti personnel mines
je dmg_code
cmp [rcx+00],#245 // anti tank mines
je dmg_code
cmp [rcx+00],#249 // Eagle Airstrike
je dmg_code
cmp [rcx+00],#258 // Hellpod impact damage
je dmg_code
cmp [rcx+00],#261 // Orbital railcannon explosion
je dmg_code
cmp [rcx+00],#263 // Orbital 120MM HE barrage explosion
je dmg_code
cmp [rcx+00],#267 // Orbital precision strike explosion
je dmg_code
cmp [rcx+00],#268 // 500KG bomb explosion
je dmg_code
cmp [rcx+00],#273 // High-yield SEAF explosion
je dmg_code
cmp [rcx+00],#282 // Impact Fall damage
je dmg_code
cmp [rcx+00],#287 // Hellbomb / SEAF Mini-Nuke
je dmg_code
cmp [rcx+00],#298 // AX/LAS-5 "Guard Dog" Rover
je dmg_lazerdog
cmp [rcx+00],#305 // Orbital Laser
je dmg_code
// cmp [rcx+00],#309 // Napalm SEAF burn
// je dmg_code
cmp [rcx+00],#310 // G-123 Thermite (burn)
je dmg_code
cmp [rcx+00],#321 // Orbital Gas
je dmg_code

jmp dmg_Enemy


dmg_Super:
mov [rcx+04],#600 // writes m_max_damage
mov [rcx+08],#600 // writes m_min_damage
mov [rcx+0C],#8 // writes m_penetration_no_angle
mov [rcx+10],#8 // writes m_penetration_angle
mov [rcx+14],#8 // writes m_penetration_3
mov [rcx+18],#8 // writes m_penetration_4
mov [rcx+1C],#30 // writes m_demolition
mov [rcx+20],#100 // writes m_pushback
mov [rcx+24],#100 // writes m_unk1 value.
jmp dmg_code
//movd xmm3,[rcx+04]
//movd xmm1,[rcx+08]
//cvtdq2ps xmm1,xmm1
//cvtdq2ps xmm3,xmm3
//mulss xmm3, dword ptr [dmg_multiplier] // multiplies value with dmg_multiplier
//mulss xmm1, dword ptr [dmg_multiplier] // multiplies value with admg_multiplier
//jmp dmg_check

dmg_lazerdog:
mov [rcx+04],#450 // writes m_max_damage
mov [rcx+08],#90 // writes m_min_damage
mov [rcx+0C],#4 // writes m_penetration_no_angle
mov [rcx+10],#4 // writes m_penetration_angle
mov [rcx+14],#4 // writes m_penetration_3
mov [rcx+18],#4 // writes m_penetration_4
jmp dmg_code

dmg_Pump:
mov [rcx+04],#75 // writes m_max_damage
mov [rcx+08],#25 // writes m_min_damage
mov [rcx+0C],#4 // writes m_penetration_no_angle
mov [rcx+10],#4 // writes m_penetration_angle
mov [rcx+14],#4 // writes m_penetration_3
mov [rcx+18],#4 // writes m_penetration_4
jmp dmg_code

//dmg_check:
// comiss xmm3, dword ptr [dmg_limit] // checks if dmg after multiplier is above dmg_limit
// ja short dmg_cap
// comiss xmm1, dword ptr [dmg_limit] // checks if admg after multiplier is above dmg_limit
// ja short dmg_cap
// jmp dmg_return
//
//dmg_cap:
// movss xmm3, dword ptr [dmg_limit] // writes dmg_limit value
// movss xmm1, dword ptr [dmg_limit] // writes dmg_limit value
// jmp dmg_return

dmg_Enemy:
mov [rcx+0C],#0 // writes m_penetration_no_angle
mov [rcx+10],#0 // writes m_penetration_angle
mov [rcx+14],#0 // writes m_penetration_3
mov [rcx+18],#0 // writes m_penetration_4
// mov [rcx+1C],#0 // writes m_demolition //Removed because it makes bugs get stuck in their attack animation if they encounter a wall.
// mov [rcx+20],#0 // writes m_pushback
// mov [rcx+24],#100 // writes m_unk1 value.
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
mulss xmm3, dword ptr [dmg_multiplier] // multiplies value with dmg_multiplier
mulss xmm1, dword ptr [admg_multiplier] // multiplies value with admg_multiplier
jmp dmg_return


dmg_multiplier:
dd (float)1.5 // edit this for times x base damage (1 is default)

admg_multiplier:
dd (float)1.5 // edit this for times x armor/limb damage (1 is default)


enemydmg_multiplier:
dd (float)0.75 // edit this for times x enemy damage (1 is default)

dmg_limit:
dd (float)7000 // limit the super damage to prevent creating weapons that would outdamage inf health


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)
dealloc(dmg_multiplier)
dealloc(enemydmg_multiplier)
dealloc(dmg_limit)
unregistersymbol(damageMulti)
Do you 1 hit everything with this settings?

0CrossTrigger0
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Posts: 48
Joined: Wed May 22, 2024 9:05 am
Reputation: 3

Re: HELLDIVERS 2

Post by 0CrossTrigger0 »

shinsoma wrote:
Sun May 26, 2024 6:34 am
vallenvega wrote:
Sun May 26, 2024 6:23 am
IIRC this is on Zoddel's legit no reload v3.
you can customize how much is left in the weapon too.
you can find the table in his signature.
Is it like the one I describe where, like for example, full ammo and it depletes one by one but as soon as it reaches the "ammo threshold", it stays there for a "No Reload"?

If so, can you tag me where it is?

Thanks.
Would there be an update for this? I noticed that the no reload doesn't work on the old and new exosuits

JKTrigger
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Posts: 16
Joined: Wed May 22, 2024 8:17 am
Reputation: 1

Re: HELLDIVERS 2

Post by JKTrigger »

0CrossTrigger0 wrote:
Wed May 29, 2024 1:48 pm
JKTrigger wrote:
Wed May 29, 2024 11:14 am
I don't know why, but I failed to customize Zoddel's latest version of the damage mod script. In the process, I found that the old version of the script is more suitable for modification.
I slightly changed Zoddel's custom damage script, increasing the damage and structural damage value of the railgun and P-4 revolver to 600, and 8 levels of penetration (the original game's railgun has a full charge of 600 damage and 60 structural damage. In the unsafe mode, it has 8 levels of penetration when fully charged, and the structural damage is 120). Increased the bullet guard dog and the electric shotgun by 25% and 50%, and the penetration level was changed to 4.
Almost all other weapons have increased their damage by 50%
The laser guard dog's penetration level has also been increased to 4
Spoiler
{ Game : helldivers2.exe
Version:
Date : 2024-04-07
Author : ZoDDeL

This script does blah blah blah
}

[ENABLE]


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

label(dmg_code)
label(dmg_return)

dmg_newmem:
cmp [rcx+04],#0 // skip any 0 dmg weapons like smoke or unknown shit
je dmg_code

// whitelisted weapons that get super damage
cmp [rcx+00], #9 // FLAM-40 part 1
je dmg_code
cmp [rcx+00], #10 // GL-21 part 1 projectile / mortar shell (turret)
je dmg_code
cmp [rcx+00], #19 // LAS-16 Sickle
je dmg_Pump/*
cmp [rcx+00], #20 // SG-8P Punisher Plasma (1) / PLAS-1 Scorcher
je dmg_code*/
cmp [rcx+00], #22 // RS-422 railgun
je dmg_Super
cmp [rcx+00], #26 // MP-98 Knight
je dmg_code
cmp [rcx+00], #34 // SMG-37 Defender
je dmg_code
cmp [rcx+00], #42 // P-113 Verdict
je dmg_code
cmp [rcx+00], #51 // AR-23 Liberator / AR-22C Patriot / AR-48 Truth Whisperer / M-105 Stalwart / AR-61 Tenderizer / Guard Dog
je dmg_Pump
cmp [rcx+00], #117 // ARC-12 thunder
je dmg_Pump
cmp [rcx+00], #41 // SMG-72 Pummeler
je dmg_code
cmp [rcx+00], #48 // AR-23P Liberator Penetrator
je dmg_code
cmp [rcx+00], #50 // AR-23C Liberator Concussive
je dmg_code
cmp [rcx+00], #25 // P-19 Redeemer
je dmg_code
cmp [rcx+00], #27 // P-2 Peacemaker
je dmg_code
cmp [rcx+00], #44 // P-4 Senator
je dmg_Super
cmp [rcx+00], #65 // MG-43 / EXO-45 Gatling / Gatling Turret / BR-14 Adjudicator / AR-L20 Jus
je dmg_code
cmp [rcx+00], #73 // R-63 Diligence
je dmg_code
cmp [rcx+00], #74 // R-63CS Diligence Counter Sniper
je dmg_code
cmp [rcx+00], #80 // R-36 Eruptor 1
je dmg_code
cmp [rcx+00], #84 // JAR-5 Dominator
je dmg_code
cmp [rcx+00], #88 // SG-8 Punisher
je dmg_code
cmp [rcx+00], #99 // SG-8S Slugger
je dmg_code
cmp [rcx+00], #101 // SG-225SP Breaker SpradamageMultiy&Pray
je dmg_code
cmp [rcx+00], #102 // SG-225 Breaker
je dmg_code
cmp [rcx+00], #104 // SG-225NS Breaker Nailspitter
je dmg_code
cmp [rcx+00], #105 // SG-225IE Breaker Incendiary
je dmg_code
cmp [rcx+00], #121 // MG-206 HMG
je dmg_code
cmp [rcx+00], #122 // anti material rifle
je dmg_code
cmp [rcx+00], #124 // CB-9 explosive crossbow 1
je dmg_code
cmp [rcx+00], #125 // CB-9 explosive crossbow 2
je dmg_code
cmp [rcx+00], #127 // autocannon part 1 // projectile
je dmg_code
cmp [rcx+00], #129 // emancipator exo gun part 1
je dmg_code
cmp [rcx+00], #130 // pelican weapon part 1
je dmg_code
cmp [rcx+00], #134 // GP-31 grenade pistol part 1 (part 2 = gren launcher explo)
je dmg_Super
cmp [rcx+00], #135 // EAT-17 part 1
je dmg_code
cmp [rcx+00], #136 // recoil-less rifle part 1 shell
je dmg_code
cmp [rcx+00], #147 // EXO-45 rocket part 1
je dmg_code
cmp [rcx+00], #184 // PLAS-1 Scorcher explosion
je dmg_code
cmp [rcx+00], #186 // SG-8P Punisher Plasma explosion
je dmg_code
cmp [rcx+00], #202 // RL-77 airburst (ground???)
je dmg_code
cmp [rcx+00], #205 // R-36 Eruptor 3
je dmg_code
cmp [rcx+00], #216 // autocannon part 2 // explosion
je dmg_code
cmp [rcx+00], #217 // emancipator exo gun part 2
je dmg_code
cmp [rcx+00], #219 // pelican weapon part 2
je dmg_code
cmp [rcx+00], #220 // GL-21 / GP-31 grenade pistol explosion
je dmg_code
cmp [rcx+00], #227 // LAS-99 quasar part 1
je dmg_Super
cmp [rcx+00], #228 // LAS-99 quasar part 2
je dmg_code
cmp [rcx+00], #224 // RL-77 airburst (rocket)
je dmg_code
cmp [rcx+00], #225 // recoil-less rifle part 2 explosion
je dmg_code
cmp [rcx+00], #226 // EAT-17 part 3
je dmg_code
cmp [rcx+00], #296 // LAS-7 Dagger
je dmg_code
cmp [rcx+00], #297 // LAS-5 Scythe
je dmg_code
cmp [rcx+00], #234 // EXO-45 rocket part 2
je dmg_code
cmp [rcx+00], #302 // LAS-98
je dmg_code

// these weapons stay default
cmp [rcx+00],#111 // G-6 Frag part 2
je dmg_code
cmp [rcx+00],#112 // Orbital airburst impact
je dmg_code
cmp [rcx+00],#126 // tesla tower
je dmg_code
cmp [rcx+00],#132 // Eagle strafing run impact
je dmg_code
cmp [rcx+00],#138 // Eagle airstrike impact
je dmg_code
cmp [rcx+00],#140 // rocket sentry turret 1
je dmg_code
cmp [rcx+00],#148 // Eagle 110MM rocket pods impact
je dmg_code
cmp [rcx+00],#150 // 500KG bomb impact
je dmg_code
cmp [rcx+00],#155 // Orbital 120MM HE barrage impact
je dmg_code
cmp [rcx+00],#157 // Orbital railcannon impact
je dmg_code
cmp [rcx+00],#158 // Orbital gas canister impact
je dmg_code
cmp [rcx+00],#160 // Orbital precision strike impact
je dmg_code
cmp [rcx+00],#201 // G-6 Frag part 1 // shares ID with airburst rocket launcher (cluster)
je dmg_code
cmp [rcx+00],#203 // G-10 Incendiary/incendiary mines (explosion) // burning is ground fire 309 like flame tornadoes or flamethrower ground fire
je dmg_code
cmp [rcx+00],#204 // G-123 Thermite (explosion)
je dmg_code
cmp [rcx+00],#213 // G-12 High Explosive / G-16 Impact
je dmg_code
cmp [rcx+00],#214 // Eagle strafing run pods
je dmg_code
cmp [rcx+00],#223 // mortar turred explosion
je dmg_code
cmp [rcx+00],#229 // Eagle Clusterbomb pods
je dmg_code
cmp [rcx+00],#231 // Napalm SEAF impact
je dmg_code
cmp [rcx+00],#236 // Eagle 110MM rocket pods
je dmg_code
cmp [rcx+00],#239 // rocket sentry turret 2
je dmg_code
cmp [rcx+00],#243 // anti personnel mines
je dmg_code
cmp [rcx+00],#245 // anti tank mines
je dmg_code
cmp [rcx+00],#249 // Eagle Airstrike
je dmg_code
cmp [rcx+00],#258 // Hellpod impact damage
je dmg_code
cmp [rcx+00],#261 // Orbital railcannon explosion
je dmg_code
cmp [rcx+00],#263 // Orbital 120MM HE barrage explosion
je dmg_code
cmp [rcx+00],#267 // Orbital precision strike explosion
je dmg_code
cmp [rcx+00],#268 // 500KG bomb explosion
je dmg_code
cmp [rcx+00],#273 // High-yield SEAF explosion
je dmg_code
cmp [rcx+00],#282 // Impact Fall damage
je dmg_code
cmp [rcx+00],#287 // Hellbomb / SEAF Mini-Nuke
je dmg_code
cmp [rcx+00],#298 // AX/LAS-5 "Guard Dog" Rover
je dmg_lazerdog
cmp [rcx+00],#305 // Orbital Laser
je dmg_code
// cmp [rcx+00],#309 // Napalm SEAF burn
// je dmg_code
cmp [rcx+00],#310 // G-123 Thermite (burn)
je dmg_code
cmp [rcx+00],#321 // Orbital Gas
je dmg_code

jmp dmg_Enemy


dmg_Super:
mov [rcx+04],#600 // writes m_max_damage
mov [rcx+08],#600 // writes m_min_damage
mov [rcx+0C],#8 // writes m_penetration_no_angle
mov [rcx+10],#8 // writes m_penetration_angle
mov [rcx+14],#8 // writes m_penetration_3
mov [rcx+18],#8 // writes m_penetration_4
mov [rcx+1C],#30 // writes m_demolition
mov [rcx+20],#100 // writes m_pushback
mov [rcx+24],#100 // writes m_unk1 value.
jmp dmg_code
//movd xmm3,[rcx+04]
//movd xmm1,[rcx+08]
//cvtdq2ps xmm1,xmm1
//cvtdq2ps xmm3,xmm3
//mulss xmm3, dword ptr [dmg_multiplier] // multiplies value with dmg_multiplier
//mulss xmm1, dword ptr [dmg_multiplier] // multiplies value with admg_multiplier
//jmp dmg_check

dmg_lazerdog:
mov [rcx+04],#450 // writes m_max_damage
mov [rcx+08],#90 // writes m_min_damage
mov [rcx+0C],#4 // writes m_penetration_no_angle
mov [rcx+10],#4 // writes m_penetration_angle
mov [rcx+14],#4 // writes m_penetration_3
mov [rcx+18],#4 // writes m_penetration_4
jmp dmg_code

dmg_Pump:
mov [rcx+04],#75 // writes m_max_damage
mov [rcx+08],#25 // writes m_min_damage
mov [rcx+0C],#4 // writes m_penetration_no_angle
mov [rcx+10],#4 // writes m_penetration_angle
mov [rcx+14],#4 // writes m_penetration_3
mov [rcx+18],#4 // writes m_penetration_4
jmp dmg_code

//dmg_check:
// comiss xmm3, dword ptr [dmg_limit] // checks if dmg after multiplier is above dmg_limit
// ja short dmg_cap
// comiss xmm1, dword ptr [dmg_limit] // checks if admg after multiplier is above dmg_limit
// ja short dmg_cap
// jmp dmg_return
//
//dmg_cap:
// movss xmm3, dword ptr [dmg_limit] // writes dmg_limit value
// movss xmm1, dword ptr [dmg_limit] // writes dmg_limit value
// jmp dmg_return

dmg_Enemy:
mov [rcx+0C],#0 // writes m_penetration_no_angle
mov [rcx+10],#0 // writes m_penetration_angle
mov [rcx+14],#0 // writes m_penetration_3
mov [rcx+18],#0 // writes m_penetration_4
// mov [rcx+1C],#0 // writes m_demolition //Removed because it makes bugs get stuck in their attack animation if they encounter a wall.
// mov [rcx+20],#0 // writes m_pushback
// mov [rcx+24],#100 // writes m_unk1 value.
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
mulss xmm3, dword ptr [dmg_multiplier] // multiplies value with dmg_multiplier
mulss xmm1, dword ptr [admg_multiplier] // multiplies value with admg_multiplier
jmp dmg_return


dmg_multiplier:
dd (float)1.5 // edit this for times x base damage (1 is default)

admg_multiplier:
dd (float)1.5 // edit this for times x armor/limb damage (1 is default)


enemydmg_multiplier:
dd (float)0.75 // edit this for times x enemy damage (1 is default)

dmg_limit:
dd (float)7000 // limit the super damage to prevent creating weapons that would outdamage inf health


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)
dealloc(dmg_multiplier)
dealloc(enemydmg_multiplier)
dealloc(dmg_limit)
unregistersymbol(damageMulti)
Do you 1 hit everything with this settings?
nope, 1 hit everything needs high damage (over 1200) and high demolition (over 50). In other words, P-4 is as powerful as EAT. Fully charged unsafe railgun has 50% damage increase. neither of them can destroy buildings like Strategram jam tower

User avatar
gir489
RCE Fanatics
RCE Fanatics
Posts: 801
Joined: Mon May 08, 2017 4:08 am
Reputation: 616

Re: HELLDIVERS 2

Post by gir489 »

JKTrigger wrote:
Wed May 29, 2024 11:14 am
I don't know why, but I failed to customize Zoddel's latest version of the damage mod script. In the process, I found that the old version of the script is more suitable for modification.
I slightly changed Zoddel's custom damage script, increasing the damage and structural damage value of the railgun and P-4 revolver to 600, and 8 levels of penetration (the original game's railgun has a full charge of 600 damage and 60 structural damage. In the unsafe mode, it has 8 levels of penetration when fully charged, and the structural damage is 120). Increased the bullet guard dog and the electric shotgun by 25% and 50%, and the penetration level was changed to 4.
Almost all other weapons have increased their damage by 50%
The laser guard dog's penetration level has also been increased to 4
Spoiler
{ Game : helldivers2.exe
Version:
Date : 2024-04-07
Author : ZoDDeL

This script does blah blah blah
}

[ENABLE]


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

label(dmg_code)
label(dmg_return)

dmg_newmem:
cmp [rcx+04],#0 // skip any 0 dmg weapons like smoke or unknown shit
je dmg_code

// whitelisted weapons that get super damage
cmp [rcx+00], #9 // FLAM-40 part 1
je dmg_code
cmp [rcx+00], #10 // GL-21 part 1 projectile / mortar shell (turret)
je dmg_code
cmp [rcx+00], #19 // LAS-16 Sickle
je dmg_Pump/*
cmp [rcx+00], #20 // SG-8P Punisher Plasma (1) / PLAS-1 Scorcher
je dmg_code*/
cmp [rcx+00], #22 // RS-422 railgun
je dmg_Super
cmp [rcx+00], #26 // MP-98 Knight
je dmg_code
cmp [rcx+00], #34 // SMG-37 Defender
je dmg_code
cmp [rcx+00], #42 // P-113 Verdict
je dmg_code
cmp [rcx+00], #51 // AR-23 Liberator / AR-22C Patriot / AR-48 Truth Whisperer / M-105 Stalwart / AR-61 Tenderizer / Guard Dog
je dmg_Pump
cmp [rcx+00], #117 // ARC-12 thunder
je dmg_Pump
cmp [rcx+00], #41 // SMG-72 Pummeler
je dmg_code
cmp [rcx+00], #48 // AR-23P Liberator Penetrator
je dmg_code
cmp [rcx+00], #50 // AR-23C Liberator Concussive
je dmg_code
cmp [rcx+00], #25 // P-19 Redeemer
je dmg_code
cmp [rcx+00], #27 // P-2 Peacemaker
je dmg_code
cmp [rcx+00], #44 // P-4 Senator
je dmg_Super
cmp [rcx+00], #65 // MG-43 / EXO-45 Gatling / Gatling Turret / BR-14 Adjudicator / AR-L20 Jus
je dmg_code
cmp [rcx+00], #73 // R-63 Diligence
je dmg_code
cmp [rcx+00], #74 // R-63CS Diligence Counter Sniper
je dmg_code
cmp [rcx+00], #80 // R-36 Eruptor 1
je dmg_code
cmp [rcx+00], #84 // JAR-5 Dominator
je dmg_code
cmp [rcx+00], #88 // SG-8 Punisher
je dmg_code
cmp [rcx+00], #99 // SG-8S Slugger
je dmg_code
cmp [rcx+00], #101 // SG-225SP Breaker SpradamageMultiy&Pray
je dmg_code
cmp [rcx+00], #102 // SG-225 Breaker
je dmg_code
cmp [rcx+00], #104 // SG-225NS Breaker Nailspitter
je dmg_code
cmp [rcx+00], #105 // SG-225IE Breaker Incendiary
je dmg_code
cmp [rcx+00], #121 // MG-206 HMG
je dmg_code
cmp [rcx+00], #122 // anti material rifle
je dmg_code
cmp [rcx+00], #124 // CB-9 explosive crossbow 1
je dmg_code
cmp [rcx+00], #125 // CB-9 explosive crossbow 2
je dmg_code
cmp [rcx+00], #127 // autocannon part 1 // projectile
je dmg_code
cmp [rcx+00], #129 // emancipator exo gun part 1
je dmg_code
cmp [rcx+00], #130 // pelican weapon part 1
je dmg_code
cmp [rcx+00], #134 // GP-31 grenade pistol part 1 (part 2 = gren launcher explo)
je dmg_Super
cmp [rcx+00], #135 // EAT-17 part 1
je dmg_code
cmp [rcx+00], #136 // recoil-less rifle part 1 shell
je dmg_code
cmp [rcx+00], #147 // EXO-45 rocket part 1
je dmg_code
cmp [rcx+00], #184 // PLAS-1 Scorcher explosion
je dmg_code
cmp [rcx+00], #186 // SG-8P Punisher Plasma explosion
je dmg_code
cmp [rcx+00], #202 // RL-77 airburst (ground???)
je dmg_code
cmp [rcx+00], #205 // R-36 Eruptor 3
je dmg_code
cmp [rcx+00], #216 // autocannon part 2 // explosion
je dmg_code
cmp [rcx+00], #217 // emancipator exo gun part 2
je dmg_code
cmp [rcx+00], #219 // pelican weapon part 2
je dmg_code
cmp [rcx+00], #220 // GL-21 / GP-31 grenade pistol explosion
je dmg_code
cmp [rcx+00], #227 // LAS-99 quasar part 1
je dmg_Super
cmp [rcx+00], #228 // LAS-99 quasar part 2
je dmg_code
cmp [rcx+00], #224 // RL-77 airburst (rocket)
je dmg_code
cmp [rcx+00], #225 // recoil-less rifle part 2 explosion
je dmg_code
cmp [rcx+00], #226 // EAT-17 part 3
je dmg_code
cmp [rcx+00], #296 // LAS-7 Dagger
je dmg_code
cmp [rcx+00], #297 // LAS-5 Scythe
je dmg_code
cmp [rcx+00], #234 // EXO-45 rocket part 2
je dmg_code
cmp [rcx+00], #302 // LAS-98
je dmg_code

// these weapons stay default
cmp [rcx+00],#111 // G-6 Frag part 2
je dmg_code
cmp [rcx+00],#112 // Orbital airburst impact
je dmg_code
cmp [rcx+00],#126 // tesla tower
je dmg_code
cmp [rcx+00],#132 // Eagle strafing run impact
je dmg_code
cmp [rcx+00],#138 // Eagle airstrike impact
je dmg_code
cmp [rcx+00],#140 // rocket sentry turret 1
je dmg_code
cmp [rcx+00],#148 // Eagle 110MM rocket pods impact
je dmg_code
cmp [rcx+00],#150 // 500KG bomb impact
je dmg_code
cmp [rcx+00],#155 // Orbital 120MM HE barrage impact
je dmg_code
cmp [rcx+00],#157 // Orbital railcannon impact
je dmg_code
cmp [rcx+00],#158 // Orbital gas canister impact
je dmg_code
cmp [rcx+00],#160 // Orbital precision strike impact
je dmg_code
cmp [rcx+00],#201 // G-6 Frag part 1 // shares ID with airburst rocket launcher (cluster)
je dmg_code
cmp [rcx+00],#203 // G-10 Incendiary/incendiary mines (explosion) // burning is ground fire 309 like flame tornadoes or flamethrower ground fire
je dmg_code
cmp [rcx+00],#204 // G-123 Thermite (explosion)
je dmg_code
cmp [rcx+00],#213 // G-12 High Explosive / G-16 Impact
je dmg_code
cmp [rcx+00],#214 // Eagle strafing run pods
je dmg_code
cmp [rcx+00],#223 // mortar turred explosion
je dmg_code
cmp [rcx+00],#229 // Eagle Clusterbomb pods
je dmg_code
cmp [rcx+00],#231 // Napalm SEAF impact
je dmg_code
cmp [rcx+00],#236 // Eagle 110MM rocket pods
je dmg_code
cmp [rcx+00],#239 // rocket sentry turret 2
je dmg_code
cmp [rcx+00],#243 // anti personnel mines
je dmg_code
cmp [rcx+00],#245 // anti tank mines
je dmg_code
cmp [rcx+00],#249 // Eagle Airstrike
je dmg_code
cmp [rcx+00],#258 // Hellpod impact damage
je dmg_code
cmp [rcx+00],#261 // Orbital railcannon explosion
je dmg_code
cmp [rcx+00],#263 // Orbital 120MM HE barrage explosion
je dmg_code
cmp [rcx+00],#267 // Orbital precision strike explosion
je dmg_code
cmp [rcx+00],#268 // 500KG bomb explosion
je dmg_code
cmp [rcx+00],#273 // High-yield SEAF explosion
je dmg_code
cmp [rcx+00],#282 // Impact Fall damage
je dmg_code
cmp [rcx+00],#287 // Hellbomb / SEAF Mini-Nuke
je dmg_code
cmp [rcx+00],#298 // AX/LAS-5 "Guard Dog" Rover
je dmg_lazerdog
cmp [rcx+00],#305 // Orbital Laser
je dmg_code
// cmp [rcx+00],#309 // Napalm SEAF burn
// je dmg_code
cmp [rcx+00],#310 // G-123 Thermite (burn)
je dmg_code
cmp [rcx+00],#321 // Orbital Gas
je dmg_code

jmp dmg_Enemy


dmg_Super:
mov [rcx+04],#600 // writes m_max_damage
mov [rcx+08],#600 // writes m_min_damage
mov [rcx+0C],#8 // writes m_penetration_no_angle
mov [rcx+10],#8 // writes m_penetration_angle
mov [rcx+14],#8 // writes m_penetration_3
mov [rcx+18],#8 // writes m_penetration_4
mov [rcx+1C],#30 // writes m_demolition
mov [rcx+20],#100 // writes m_pushback
mov [rcx+24],#100 // writes m_unk1 value.
jmp dmg_code
//movd xmm3,[rcx+04]
//movd xmm1,[rcx+08]
//cvtdq2ps xmm1,xmm1
//cvtdq2ps xmm3,xmm3
//mulss xmm3, dword ptr [dmg_multiplier] // multiplies value with dmg_multiplier
//mulss xmm1, dword ptr [dmg_multiplier] // multiplies value with admg_multiplier
//jmp dmg_check

dmg_lazerdog:
mov [rcx+04],#450 // writes m_max_damage
mov [rcx+08],#90 // writes m_min_damage
mov [rcx+0C],#4 // writes m_penetration_no_angle
mov [rcx+10],#4 // writes m_penetration_angle
mov [rcx+14],#4 // writes m_penetration_3
mov [rcx+18],#4 // writes m_penetration_4
jmp dmg_code

dmg_Pump:
mov [rcx+04],#75 // writes m_max_damage
mov [rcx+08],#25 // writes m_min_damage
mov [rcx+0C],#4 // writes m_penetration_no_angle
mov [rcx+10],#4 // writes m_penetration_angle
mov [rcx+14],#4 // writes m_penetration_3
mov [rcx+18],#4 // writes m_penetration_4
jmp dmg_code

//dmg_check:
// comiss xmm3, dword ptr [dmg_limit] // checks if dmg after multiplier is above dmg_limit
// ja short dmg_cap
// comiss xmm1, dword ptr [dmg_limit] // checks if admg after multiplier is above dmg_limit
// ja short dmg_cap
// jmp dmg_return
//
//dmg_cap:
// movss xmm3, dword ptr [dmg_limit] // writes dmg_limit value
// movss xmm1, dword ptr [dmg_limit] // writes dmg_limit value
// jmp dmg_return

dmg_Enemy:
mov [rcx+0C],#0 // writes m_penetration_no_angle
mov [rcx+10],#0 // writes m_penetration_angle
mov [rcx+14],#0 // writes m_penetration_3
mov [rcx+18],#0 // writes m_penetration_4
// mov [rcx+1C],#0 // writes m_demolition //Removed because it makes bugs get stuck in their attack animation if they encounter a wall.
// mov [rcx+20],#0 // writes m_pushback
// mov [rcx+24],#100 // writes m_unk1 value.
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
mulss xmm3, dword ptr [dmg_multiplier] // multiplies value with dmg_multiplier
mulss xmm1, dword ptr [admg_multiplier] // multiplies value with admg_multiplier
jmp dmg_return


dmg_multiplier:
dd (float)1.5 // edit this for times x base damage (1 is default)

admg_multiplier:
dd (float)1.5 // edit this for times x armor/limb damage (1 is default)


enemydmg_multiplier:
dd (float)0.75 // edit this for times x enemy damage (1 is default)

dmg_limit:
dd (float)7000 // limit the super damage to prevent creating weapons that would outdamage inf health


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)
dealloc(dmg_multiplier)
dealloc(enemydmg_multiplier)
dealloc(dmg_limit)
unregistersymbol(damageMulti)
Not sure what your problem is here? What is it doing that it shouldn't be doing or vice versa? A lot of the IDs from Zoddel were wrong when I first got the table, I had to fix a lot of the weapons/support strategems/orbitals/SEAF artillery IDs. Compare it against mine on page 1 and see if the IDs match. Just out of raw memory, I remember I had to fix 500KG bomb. On mine it's #154, you have it as #150.

MonitorAnon
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Re: HELLDIVERS 2

Post by MonitorAnon »

I've been thinking, instant Purifier shots could be a handy hack.

JKTrigger
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Re: HELLDIVERS 2

Post by JKTrigger »

gir489 wrote:
Wed May 29, 2024 4:47 pm
JKTrigger wrote:
Wed May 29, 2024 11:14 am
I don't know why, but I failed to customize Zoddel's latest version of the damage mod script. In the process, I found that the old version of the script is more suitable for modification.
I slightly changed Zoddel's custom damage script, increasing the damage and structural damage value of the railgun and P-4 revolver to 600, and 8 levels of penetration (the original game's railgun has a full charge of 600 damage and 60 structural damage. In the unsafe mode, it has 8 levels of penetration when fully charged, and the structural damage is 120). Increased the bullet guard dog and the electric shotgun by 25% and 50%, and the penetration level was changed to 4.
Almost all other weapons have increased their damage by 50%
The laser guard dog's penetration level has also been increased to 4

Not sure what your problem is here? What is it doing that it shouldn't be doing or vice versa? A lot of the IDs from Zoddel were wrong when I first got the table, I had to fix a lot of the weapons/support strategems/orbitals/SEAF artillery IDs. Compare it against mine on page 1 and see if the IDs match. Just out of raw memory, I remember I had to fix 500KG bomb. On mine it's #154, you have it as #150.
The original new script worked, but when I tried to customize the damage of each of the three weapons, the weapon became 0 damage and 0 penetration, maybe because I am new to using CE. But anyway, the old version of the script runs fine (almost) with my modification.
I found some different values ​​in zoddel's script and your script for others to refer to: Eagle airstrike impact 138-142; Eagle 110MM rocket pods impact 148-152; 500KG bomb impact 150-154; Orbital 120MM HE barrage impact 155-159; Orbital railcannon impact 157-161; Eagle 110MM rocket pods 236-241

AMGcheat
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Re: HELLDIVERS 2

Post by AMGcheat »

Hello everyone, I don't know if it was already discussed here but I tried to search here to no avail:

Is there a way to modify the Sentries (Gatling, Autocannon, Rocket, Mortars, etc) to have more ammo/health/duration? I'm willing to try and figure it out on my own if someone can please point me in the right direction thank you!

JKTrigger
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Re: HELLDIVERS 2

Post by JKTrigger »

AMGcheat wrote:
Thu May 30, 2024 7:20 am
Hello everyone, I don't know if it was already discussed here but I tried to search here to no avail:

Is there a way to modify the Sentries (Gatling, Autocannon, Rocket, Mortars, etc) to have more ammo/health/duration? I'm willing to try and figure it out on my own if someone can please point me in the right direction thank you!
“No reload" will be useful for guard dog and turrets

AMGcheat
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Re: HELLDIVERS 2

Post by AMGcheat »

JKTrigger wrote:
Thu May 30, 2024 7:29 am
AMGcheat wrote:
Thu May 30, 2024 7:20 am
Hello everyone, I don't know if it was already discussed here but I tried to search here to no avail:

Is there a way to modify the Sentries (Gatling, Autocannon, Rocket, Mortars, etc) to have more ammo/health/duration? I'm willing to try and figure it out on my own if someone can please point me in the right direction thank you!
“No reload" will be useful for guard dog and turrets
Do you mean the one included in ZoDDeL's main table? How does it help? I think I use that option on all the time but the turrets/sentry's don't relaod anyway do they? They still run out of ammo.

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