How do I edit the damage script to just be a slight damage modifier?
When i went to use damage scripts, I started out with ZoDDeL's table, because i thought his super damage mod was easily modifiable to my needs, i also didn't like the one hit kill absolutely everything, thats zero fun, i wanted some extra damage and that was it, not 100% penetration or demolition or pushback etc...
thats when i went to try gir489's armory weapon editor and bro it's alot easier, you can edit the individual weapon individual stats manually (sucks you gotta do it every fresh game start) and now i usually run the Sickle on 333 damage (original 50 dmg) with no overheat mod with medium armor pen, and a Verdict pistol on 6942069 damage and 69420 penetration (one hit kill everything) in case i get in to some f'ed situation in game, now i can play smoothly and just have fun, feels good, recommend .
also, what's up with this arguing, i love it keep going.
How to use this cheat table?
Install Cheat Engine
Double-click the .CT file in order to open it.
Click the PC icon in Cheat Engine in order to select the game process.
Keep the list.
Activate the trainer options by checking boxes or setting values from 0 to 1
I couldn't find anything about this from the latest tables, but is there any "No Reload" or some type of Ammo cheat for chambered reload guns (Senator, Bushwacker, etc)
Is there any possible way to edit weapon stuff like explosion radius? I want to revert the explosion radius nerf they did to the Crossbow but I'm not positive this is something that can be done via cheats. Anybody know if it's possible?
So now that the kid drama is over, can anyone help me with this? It's alright if we can't edit things like this but I miss old Crossbow lol
Is there any possible way to edit weapon stuff like explosion radius? I want to revert the explosion radius nerf they did to the Crossbow but I'm not positive this is something that can be done via cheats. Anybody know if it's possible?
So now that the kid drama is over, can anyone help me with this? It's alright if we can't edit things like this but I miss old Crossbow lol
So, the way we determine data for the damage comes from a file called generated_damage_settings.dl_bin. What Zoddel is doing with the damage script that I repurposed, is he's hooking the do_damage subroutine function, but the problem is, they don't mark which ID belongs to what. Cfemen was able to figure out part of it, by hooking into the armory interface, and changing part of the generated_damage_settings by which weapon was selected. But ultimately, they are just some fucking indices in an array, probably done for efficiency reasons. Which causes us to have to manually log every single weapon by hand and cross correlate it to what's calling do_damage with the index we've stored.
I'd imagine likewise what you're looking for is stored within generated_explosion_settings.dl_bin, and to figure out how to attack it, just look at what reads in generated_explosion_settings.dl_bin and then find the array it's storing it to, do the same thing I'm doing for damage_settings but you'll have to reverse the struct for explosion, and then find what reads the array when you fire the crossbow.
Is there any possible way to edit weapon stuff like explosion radius? I want to revert the explosion radius nerf they did to the Crossbow but I'm not positive this is something that can be done via cheats. Anybody know if it's possible?
So now that the kid drama is over, can anyone help me with this? It's alright if we can't edit things like this but I miss old Crossbow lol
So, the way we determine data for the damage comes from a file called generated_damage_settings.dl_bin. What Zoddel is doing with the damage script that I repurposed, is he's hooking the do_damage subroutine function, but the problem is, they don't mark which ID belongs to what. Cfemen was able to figure out part of it, by hooking into the armory interface, and changing part of the generated_damage_settings by which weapon was selected. But ultimately, they are just some fucking indices in an array, probably done for efficiency reasons. Which causes us to have to manually log every single weapon by hand and cross correlate it to what's calling do_damage with the index we've stored.
I'd imagine likewise what you're looking for is stored within generated_explosion_settings.dl_bin, and to figure out how to attack it, just look at what reads in generated_explosion_settings.dl_bin and then find the array it's storing it to, do the same thing I'm doing for damage_settings but you'll have to reverse the struct for explosion, and then find what reads the array when you fire the crossbow.
Thanks Gir, appreciate all the work you do! I'll check it out when I can and let you know if I manage to figure it out
So now that the kid drama is over, can anyone help me with this? It's alright if we can't edit things like this but I miss old Crossbow lol
So, the way we determine data for the damage comes from a file called generated_damage_settings.dl_bin. What Zoddel is doing with the damage script that I repurposed, is he's hooking the do_damage subroutine function, but the problem is, they don't mark which ID belongs to what. Cfemen was able to figure out part of it, by hooking into the armory interface, and changing part of the generated_damage_settings by which weapon was selected. But ultimately, they are just some fucking indices in an array, probably done for efficiency reasons. Which causes us to have to manually log every single weapon by hand and cross correlate it to what's calling do_damage with the index we've stored.
I'd imagine likewise what you're looking for is stored within generated_explosion_settings.dl_bin, and to figure out how to attack it, just look at what reads in generated_explosion_settings.dl_bin and then find the array it's storing it to, do the same thing I'm doing for damage_settings but you'll have to reverse the struct for explosion, and then find what reads the array when you fire the crossbow.
Thanks Gir, appreciate all the work you do! I'll check it out when I can and let you know if I manage to figure it out
Just like gir said, the explosion radius is in generated_explosion_settings.dl_bin. You can take a look at my github. Idk if I'm allowed to post the GitHub link here but you can basically find my HD2 github on google. It already has the explosion structure. Even though it's old but the structure should be the same. This game is just SQL style. They all linked together. You will notice the explosion data using the damage data ID.
Just like gir said, the explosion radius is in generated_explosion_settings.dl_bin. You can take a look at my github. Idk if I'm allowed to post the GitHub link here but you can basically find my HD2 github on google. It already has the explosion structure. Even though it's old but the structure should be the same. This game is just SQL style. They all linked together. You will notice the explosion data using the damage data ID.
If you've already reversed the explosion struct, then half the work is done for you already, Blazed. You just need to figure out where this array is being read from when you fire off an explosion, and then use the struct to manipulate the size of the explosion.
Just like gir said, the explosion radius is in generated_explosion_settings.dl_bin. You can take a look at my github. Idk if I'm allowed to post the GitHub link here but you can basically find my HD2 github on google. It already has the explosion structure. Even though it's old but the structure should be the same. This game is just SQL style. They all linked together. You will notice the explosion data using the damage data ID.
If you've already reversed the explosion struct, then half the work is done for you already, Blazed. You just need to figure out where this array is being read from when you fire off an explosion, and then use the struct to manipulate the size of the explosion.
To be honest with the both of you, I have less than no experience with coding and the like so most of what I've used has been generously taken from the wonderful table creators on this site. That is to say I don't know what things like array and struct even mean or how to do what either of you've said but I'm keen on trying if it isn't hard.
Just like gir said, the explosion radius is in generated_explosion_settings.dl_bin. You can take a look at my github. Idk if I'm allowed to post the GitHub link here but you can basically find my HD2 github on google. It already has the explosion structure. Even though it's old but the structure should be the same. This game is just SQL style. They all linked together. You will notice the explosion data using the damage data ID.
If you've already reversed the explosion struct, then half the work is done for you already, Blazed. You just need to figure out where this array is being read from when you fire off an explosion, and then use the struct to manipulate the size of the explosion.
To be honest with the both of you, I have less than no experience with coding and the like so most of what I've used has been generously taken from the wonderful table creators on this site. That is to say I don't know what things like array and struct even mean or how to do what either of you've said but I'm keen on trying if it isn't hard.
If you've already reversed the explosion struct, then half the work is done for you already, Blazed. You just need to figure out where this array is being read from when you fire off an explosion, and then use the struct to manipulate the size of the explosion.
To be honest with the both of you, I have less than no experience with coding and the like so most of what I've used has been generously taken from the wonderful table creators on this site. That is to say I don't know what things like array and struct even mean or how to do what either of you've said but I'm keen on trying if it isn't hard.
You asked for help not a handout, figure it out.
Alright man, I was just asking. No need to be a dick about it
I tried the new bypass but I can't copy it. Its giving me an error 0x80004005
Disable defender or used winrar, if u use explorer
Here is how to use it:
1. Delete the GameGuard folder from helldivers2/bin
2. Delete GameGuard.des from the helldivers2/bin
3. Put both the version.dll and version_o.dll to the Helldivers2/bin folder
4. Run the game.
5. In case the game fails to start, try again. Known issue. Might fix it later.