HELLDIVERS 2

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JKTrigger
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Re: HELLDIVERS 2

Post by JKTrigger »

AMGcheat wrote:
Thu May 30, 2024 7:36 am
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.
My mistake, but at least it works on guard dogs

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

Passer556
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Re: HELLDIVERS 2

Post by Passer556 »

MonitorAnon wrote:
Thu May 30, 2024 3:23 am
I've been thinking, instant Purifier shots could be a handy hack.
gir489's Instant Railgun Ready already affect PLAS-101, it also works on Arc Thrower.

wilsondgonzales
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Re: HELLDIVERS 2

Post by wilsondgonzales »

Exemplify1524 wrote:
Mon May 27, 2024 10:29 pm
DarkestLite wrote:
Sun May 26, 2024 5:01 pm
Not sure what I'm missing. I used both of these after you said they needed both. I dont get speed run and also the NUM button adjustments dont work. Could you post the CT with these working? Maybe something is off when copy & paste from here.
_MyHD2.CT
Were you able to separate main objective and secondary objectives instant completion? i know it's originally from Zoddel. The ones on your table are titled as such but still completes both. juist wanted to make sure i'm not misunderstanding. thank you.

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gir489
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Re: HELLDIVERS 2

Post by gir489 »

Passer556 wrote:
Thu May 30, 2024 12:03 pm
MonitorAnon wrote:
Thu May 30, 2024 3:23 am
I've been thinking, instant Purifier shots could be a handy hack.
gir489's Instant Railgun Ready already affect PLAS-101, it also works on Arc Thrower.
I'd be careful with that. It was only designed to work against the railgun. It sets the charge time to 2.99999 (just before 3). I don't know what the max charge time for the PLAS-101 is, but if you work it out, I would change it in the script.

R7Wolfy
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Re: HELLDIVERS 2

Post by R7Wolfy »

gir489 wrote:
Thu May 30, 2024 4:08 pm
Passer556 wrote:
Thu May 30, 2024 12:03 pm
MonitorAnon wrote:
Thu May 30, 2024 3:23 am
I've been thinking, instant Purifier shots could be a handy hack.
gir489's Instant Railgun Ready already affect PLAS-101, it also works on Arc Thrower.
I'd be careful with that. It was only designed to work against the railgun. It sets the charge time to 2.99999 (just before 3). I don't know what the max charge time for the PLAS-101 is, but if you work it out, I would change it in the script.
With the railgun insta charge it makes the Plas 101 deal more damage than itd normally do, IE blowing off Chargers and titans heads off

elamigopaisa
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Re: HELLDIVERS 2

Post by elamigopaisa »

gir489 wrote:
Thu May 30, 2024 4:08 pm
Passer556 wrote:
Thu May 30, 2024 12:03 pm
MonitorAnon wrote:
Thu May 30, 2024 3:23 am
I've been thinking, instant Purifier shots could be a handy hack.
gir489's Instant Railgun Ready already affect PLAS-101, it also works on Arc Thrower.
I'd be careful with that. It was only designed to work against the railgun. It sets the charge time to 2.99999 (just before 3). I don't know what the max charge time for the PLAS-101 is, but if you work it out, I would change it in the script.
Is it possible to modify the stun duration on both the EMS orbital/stun grenade/EMS mortar, would be helpful to use in this new MO since the bugs spawn and immediately destroy it

Exemplify1524
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Re: HELLDIVERS 2

Post by Exemplify1524 »

wilsondgonzales wrote:
Thu May 30, 2024 12:49 pm
Were you able to separate main objective and secondary objectives instant completion? i know it's originally from Zoddel. The ones on your table are titled as such but still completes both. juist wanted to make sure i'm not misunderstanding. thank you.
No. At first I added separate hotkeys, but ZoDDel then make post that it will not work. So in last version I back to one hotkey NUM2 for both side and main. Need to rename description in .ct

shinsoma
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Re: HELLDIVERS 2

Post by shinsoma »

Hello everyone.

Is there a way to edit this existing "No Reload" code in a way not only the weapons are no reload, but everything's no reload/unlimited ammo as "legit" as possible, meaning even the Patriot and Emancipator Mechs' bullets deplete and as soon as the bullet count reaches a certain threshold, the bullets will not deplete.

In this "No Reload" script, it is written as such:
Spoiler

Code: Select all

[ENABLE]

aobscanmodule(aobReload,game.dll,44 89 74 01 18 4D 8B 42 50) // should be unique
registersymbol(aobReload)
aobReload:
  nop 5
[DISABLE]

aobReload:
 db 44 89 74 01 18

unregistersymbol(aobReload)
This code is obviously would let the people see that you're "cheating" and possibly mass report you.

I want to function this code as if it's Zoddel's "No Reload" script where you can still see the bullet count deplete, but the bullet count will be stuck in the number of bullets you set for ALL Weapons [Not just Primaries, Secondaries and Support Weapons].
Spoiler

Code: Select all

{ Game   : helldivers2.exe
  Version:
  Date   : 2024-04-29
  Author : ZoDDeL

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(noReloadV3a,game.dll,48 8B 43 50 48 8D 0C FF 8B 44 C8 18 03 C6 41 3B C1 7C 09 45 84 C0 0F 84 E1) // should be unique
alloc(nrV3_newmem,$1000)

label(nrV3_code)
label(nrV3_return)

nrV3_newmem:
  mov rax,[rbx+50]
  lea rcx,[rdi+rdi*8]
  cmp [rax+rcx*8+18],#4  // checks if ammo in clip is greater or equal number
  jge nrV3_code
  mov [rax+rcx*8+18],#4  // writes number to clip address if the previous check is false
  jmp nrV3_code

nrV3_code:
  mov eax,[rax+rcx*8+18]
  add eax,esi
  jmp nrV3_return

noReloadV3a:
  jmp far nrV3_newmem
nrV3_return:


[DISABLE]


Hoping for a reply from l33t h4x0rz soon.

Thanks. :D

Alrrem
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Re: HELLDIVERS 2

Post by Alrrem »

i miss the comando stratagem :(

oddity93
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Re: HELLDIVERS 2

Post by oddity93 »

i thought i saw an updated "no overheat" somewhere but i could just be overlooking it. y'all got a copypasta?
>also, i tried editing the super damage mod by using // on most weapons and i boke something about it. i reckon i mightve done it to a line too many, but i just need to do it to the guns i want to be normal, yeah? its what i understand, but im just double checking

fallout11
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Re: HELLDIVERS 2

Post by fallout11 »

ZoDDeL wrote:
Mon May 27, 2024 1:14 pm
firedragon1x wrote:
Mon May 27, 2024 6:42 am

I noticed the damage script in helldivers2.CT is missing the following weapons and stratagems:

PLAS-101 PURIFIER
ARC-12 BLITZER
ARC-3 ARC THROWER
FAF-14 SPEAR

ORBITAL GATLING BARRAGE
ORBITAL 380MM HE BARRAGE
ORBITAL WALKING BARRAGE
EAGLE NAPALM STRIKE
MACHINEGUN SENTRY
HMG EMPLACEMENT
AUTOCANNON SENTRY

is there any way you could add these?
check my signature for the original dmg script (made by me).
i dont know what ID's gir489 added that i may not had but some of these are in my script.

PLAS-101 PURIFIER is in because it shares ID's with other weapons.
cmp [rcx+00],#20 //#18 // SG-8P Punisher Plasma (1) / PLAS-1 Scorcher / PLAS-101 Purifier
cmp [rcx+00],#186 //#182 // SG-8P Punisher Plasma explosion / PLAS-101 Purifier part 2 (explosion?)



ARC-12 BLITZER
ARC-3 ARC THROWER
FAF-14 SPEAR
were in before ID change but werent updated yet because they are dogsh1t (low firerate / low range / bad shooting mechanic)


orbital gatling is in because has same ID's as eagle strafing run (so its in the script)
orbital 380MM HE is in because has same ID's as precision strike (so its in the script)

ORBITAL WALKING BARRAGE is not official in yet but may partwise
because orbitals have often 2-3 ID's and explosion ID's are often shared between other orbitals/eagle strikes
will have a look into it for next update.


EAGLE NAPALM STRIKE is not in because its pretty sure it has a minor impact explosion + the annoying 309 ground burn
that many fire weapons have and is the same as the flame tornadoes on hellmire.
in my script i excluded this id because even the default dmg kills you in 1,5 seconds (if you dont play with inf health script)
or in other words: just dont use it. its not very strong against enemies but melts players.


about these i am not sure because nobody uses them.
MACHINEGUN SENTRY
HMG EMPLACEMENT
AUTOCANNON SENTRY

i assume that autocannon sentry has the same ID's as autocannon (need to check that sometime)
same for mg sentry (might be same id as ar 23 or mg 43)
but i know for sure hmg turret(these who have to be manually used by player) is not in ID pool yet.
ARC-03 Arcthrower is #115 (it is good with the instant-charge script)
Eagle Napalm Strike first half is #142 (minor impact explosion) The second half, which sets everything on fire, is #309 as ZoDDel says, and you don't want that to be whitelisted.
Autocannon sentry turret is #130.

fallout11
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Re: HELLDIVERS 2

Post by fallout11 »

Passer556 wrote:
Thu May 30, 2024 12:03 pm
MonitorAnon wrote:
Thu May 30, 2024 3:23 am
I've been thinking, instant Purifier shots could be a handy hack.
gir489's Instant Railgun Ready already affect PLAS-101, it also works on Arc Thrower.
Can confirm, love it with the Arc Thrower.

fallout11
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Re: HELLDIVERS 2

Post by fallout11 »

oddity93 wrote:
Sat Jun 01, 2024 9:30 am
i thought i saw an updated "no overheat" somewhere but i could just be overlooking it. y'all got a copypasta?
>also, i tried editing the super damage mod by using // on most weapons and i boke something about it. i reckon i mightve done it to a line too many, but i just need to do it to the guns i want to be normal, yeah? its what i understand, but im just double checking
This is GIR489's No laser overheat script. It works well for most "heat" weapons (not the Quasar).
Spoiler

[ENABLE]
aobscanmodule(aob_ImmaChargingMahLasor,game.dll,F3 41 0F 11 08 8B 49)
registersymbol(aob_ImmaChargingMahLasor)

aob_ImmaChargingMahLasor+4:
db 28

[DISABLE]
aob_ImmaChargingMahLasor:
db F3 41 0F 11 08

unregistersymbol(aob_ImmaChargingMahLasor)

excilomat
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Re: HELLDIVERS 2

Post by excilomat »

Richy Rich wrote:
Sat May 25, 2024 2:17 pm
This is just reorganized, redesigned and remodified versions of scripts I found here. I didnt create any of these but I modified some to create more freedom. Enjoy
Somehow the No Reload in this script works on turrets too.

0CrossTrigger0
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Re: HELLDIVERS 2

Post by 0CrossTrigger0 »

ZoDDeL wrote:
Sat May 25, 2024 3:59 pm
0CrossTrigger0 wrote:
Sat May 25, 2024 8:46 am
Follow up question for the penetration for let say heavy armor which one would I need to tweak on the Super Damage? Because there's 4 of them on the Super Damage which I put the "//" on so which one should I have active?
there are 4 lines for penetration because penetration uses up to 4 different values to calculate penetration.
some say its low angle, high angle, heavy armor and ???
i cannot confirm or deny these claims because i did not expemeriment much with it because i dont care.
i know that set to 0 make no penetration and set to 100 for example penetrate everything (if you use all 4 lines).
if you exclude all 4 lines penetration stays default.
Currently all the penetration is set to 777. What would be the best setting for the pen to make a Stalwart the same pen as a HMG?

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