HELLDIVERS 2

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SunBeam
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Re: HELLDIVERS 2

Post by SunBeam »

This whole story (and pouring gas to the fire) is all about luring people into their site to get memberships by milking Helldivers 2, a sought for title anyone and their dog wants a trainer/bypass for. Once the hype dies, they will milk another game and so on. More than often they STEAL from public trainers/tables or even Nexus unsuspecting people to add content to their shitz, cuz the dumb-paying pleb is asking them to. And they can't lose memberships, no no... It's sickening. And to think at one point they were flaunting to my face that I don't do this for a living and I don't understand how hard it is and bla bla. No backbone and shit. Always bragging they train 293812903190 titles a millisec/sec/min/day/week/fuckknows. In reality, they're reusing the same methodology over and over and over, invoking funky names that stick to the unsuspecting pleb (super jump, mega health, etc.) with the same tiring "mov [],#999999" routines, poorly checked (cuz they can't play the entire game.. but they have the audacity to say 'we're first'), trying hard to create and maintain an image of gamehacking heroes or some shit in front of the NEW gen. And this is the kind of post which ditches their shit to fucktown and they're pissed reading. Cuz I've gained some reputation too these years. Aside from being a renown cunt, I (and people) know I am RIGHT.

The fucktards recently stooped so low as to subscribe to cfemen's Patreon and buy his bypass, to scoop out the methodology and add it to their joke-of-a-bypass. As if things are so simple. Then whined they were refunded and acted threatening n shit, as if anyone cared. Idiots even used their real names/accounts when subscribing (yeah, no one will know). That's what happens when you act cocky and entitled, thinking a simple subscription will bring you glory........... :D

So fuck you, once more, CHunts.

P.S.: I know what I'm talking about. Even more about this game, as cfemen's method is unbeatable. Suck an onion!

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

SaitamaRules
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Re: HELLDIVERS 2

Post by SaitamaRules »

Is there any sample script updated? none are working for me unfortunately

fallout11
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Re: HELLDIVERS 2

Post by fallout11 »

SaitamaRules wrote:
Tue Aug 06, 2024 11:27 pm
Is there any sample script updated? none are working for me unfortunately
Here's one that doubles your samples collected. Change the #2 to #4 to quadruple each pickup, etc.
Spoiler
[ENABLE]
aobscanmodule(aob_PickupSamples,game.dll,01 41 04 49 8B 46 30)
registersymbol(aob_PickupSamples)
alloc(newmem_PickupSamples,1024,game.dll)
label(return_PickupSamples)
newmem_PickupSamples:
mov eax, #2
add [rcx+04],eax
mov rax,[r14+30]
mov r8,[r14+40]
add r8,rbx
jmp return_PickupSamples
aob_PickupSamples:
jmp newmem_PickupSamples
nop 2
return_PickupSamples:

[DISABLE]
aob_PickupSamples:
db 01 41 04 49 8B 46 30 4D 8B 46 40 4C 03 C3
unregistersymbol(aob_PickupSamples)
dealloc(newmem_PickupSamples)
Last edited by fallout11 on Fri Aug 09, 2024 10:33 am, edited 1 time in total.

Italy942
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Re: HELLDIVERS 2

Post by Italy942 »

Hello, would anybody be kind enough to provide me with the updated reveal all on map script for CT?

Cheshya
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Re: HELLDIVERS 2

Post by Cheshya »

By the way; if he have to source our own Game Guard Bypass, what do you guys recommend?

doesitmatter
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Re: HELLDIVERS 2

Post by doesitmatter »

Italy942 wrote:
Wed Aug 07, 2024 2:43 am
Hello, would anybody be kind enough to provide me with the updated reveal all on map script for CT?
Download Girs table on the front page its updated I believe, Also looking for an updated legit stims script on my end.

SaitamaRules
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Re: HELLDIVERS 2

Post by SaitamaRules »

fallout11 wrote:
Wed Aug 07, 2024 2:18 am
SaitamaRules wrote:
Tue Aug 06, 2024 11:27 pm
Is there any sample script updated? none are working for me unfortunately
Here's one that doubles your samples collected. Change the #2 to #4 to quadruple each pickup, etc.
Spoiler
[ENABLE]
aobscanmodule(aob_Add5Resources,game.dll,01 41 04 49 8B 46 30)
registersymbol(aob_Add5Resources)
alloc(newmem_Add5Resources,1024)
label(return_Add5Resources)

newmem_Add5Resources:
mov r15d, #2
add [rax+rdx*4+04],r15d
mov edx,92744C94
mov rax,[rbx+40]
jmp return_Add5Resources

aob_Add5Resources:
jmp far newmem_Add5Resources
return_Add5Resources:

[DISABLE]
aob_Add5Resources:
db 01 41 04 49 8B 46 30 4D 8B 46 40 4C 03 C3

unregistersymbol(aob_Add5Resources)
dealloc(newmem_Add5Resources)
Thank you very much fallout11, will use this in the meantime but I was specifically looking for the one that changes your collected samples to 99 the moment you pick one. Was this patched?

fallout11
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Re: HELLDIVERS 2

Post by fallout11 »

SaitamaRules wrote:
Wed Aug 07, 2024 7:33 am
Thank you very much fallout11, will use this in the meantime but I was specifically looking for the one that changes your collected samples to 99 the moment you pick one. Was this patched?
I haven't tested this one in-game yet, but it does load in CE and I think its what you want. I made an attempt to patch it....(ymmv)
Change the entries to match the collection you want to get. This one works only if you are the host.
Spoiler
[ENABLE]

aobscanmodule(samples,game.dll,01 41 04 49 8B 46 30) // should be unique
alloc(samples_newmem,$1000)

label(samples_code)
label(samples_return)

samples_newmem:
lea rdx,[rcx+rax*2]
mov rax,[rbx+40]
lea rcx,[r9+r9*4]
//add [rax+rdx*4+04],r15d

cmp rdx,0
je samples_common
cmp rdx,1
je samples_rare
cmp rdx,2
je samples_super
jmp samples_code


// keep common + rare + super below 100!!!

samples_common: // when you pickup common
mov [rax+rdx*4+04],#25 // common sample
mov [rax+rdx*4+04+4],#45 // rare sample
mov [rax+rdx*4+04+8],#20 // super sample
jmp samples_return

samples_rare: // when you pickup rare
mov [rax+rdx*4+04-4],#25 // common sample
mov [rax+rdx*4+04],#45 // rare sample
mov [rax+rdx*4+04+4],#20 // super sample
jmp samples_return

samples_super: // when you pickup super
mov [rax+rdx*4+04-8],#25 // common sample
mov [rax+rdx*4+04-4],#45 // rare sample
mov [rax+rdx*4+04],#20 // super sample
jmp samples_return


samples_code:
jmp samples_return

samples:
jmp far samples_newmem
nop 3
samples_return:
registersymbol(samples)

[DISABLE]

samples:
db 01 41 04 49 8B 46 30 4D 8B 46 40 4C 03 C3

unregistersymbol(samples)
dealloc(samples_newmem)
Edit: Okay, I just tested this and when I pickup sample #1 I crashed, so don't use it. Hopefully someone else will figure it out.

SaitamaRules
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Re: HELLDIVERS 2

Post by SaitamaRules »

fallout11 wrote:
Wed Aug 07, 2024 11:09 am
SaitamaRules wrote:
Wed Aug 07, 2024 7:33 am
Thank you very much fallout11, will use this in the meantime but I was specifically looking for the one that changes your collected samples to 99 the moment you pick one. Was this patched?
I haven't tested this one in-game yet, but it does load in CE and I think its what you want. I made an attempt to patch it....(ymmv)
Change the entries to match the collection you want to get. This one works only if you are the host.
Spoiler
[ENABLE]

aobscanmodule(samples,game.dll,01 41 04 49 8B 46 30) // should be unique
alloc(samples_newmem,$1000)

label(samples_code)
label(samples_return)

samples_newmem:
lea rdx,[rcx+rax*2]
mov rax,[rbx+40]
lea rcx,[r9+r9*4]
//add [rax+rdx*4+04],r15d

cmp rdx,0
je samples_common
cmp rdx,1
je samples_rare
cmp rdx,2
je samples_super
jmp samples_code


// keep common + rare + super below 100!!!

samples_common: // when you pickup common
mov [rax+rdx*4+04],#25 // common sample
mov [rax+rdx*4+04+4],#45 // rare sample
mov [rax+rdx*4+04+8],#20 // super sample
jmp samples_return

samples_rare: // when you pickup rare
mov [rax+rdx*4+04-4],#25 // common sample
mov [rax+rdx*4+04],#45 // rare sample
mov [rax+rdx*4+04+4],#20 // super sample
jmp samples_return

samples_super: // when you pickup super
mov [rax+rdx*4+04-8],#25 // common sample
mov [rax+rdx*4+04-4],#45 // rare sample
mov [rax+rdx*4+04],#20 // super sample
jmp samples_return


samples_code:
jmp samples_return

samples:
jmp far samples_newmem
nop 3
samples_return:
registersymbol(samples)

[DISABLE]

samples:
db 01 41 04 49 8B 46 30 4D 8B 46 40 4C 03 C3

unregistersymbol(samples)
dealloc(samples_newmem)
Edit: Okay, I just tested this and when I pickup sample #1 I crashed, so don't use it. Hopefully someone else will figure it out.
It is true for me too, but dont worry. I am working too in a fix but I am quite a new myself, so probably I am going to wait for a more experienced user to share his own script.

MemorXorcist
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Re: HELLDIVERS 2

Post by MemorXorcist »

Cheshya wrote:
Wed Aug 07, 2024 3:59 am
By the way; if he have to source our own Game Guard Bypass, what do you guys recommend?
100% Cfemen's bypass. It's rock solid, updated same day as patches/updates, has ongoing actual support for issues and more.

It's more than a simple bypass, it's the gold standard and it's unquestionably worth a cup of coffee to support what's obviously provided a metric shit ton of work. If you play this game with any regularity, it's worth supporting this guy in exchange for a bypass that works better than any other. Hard to overstate how much more robust his work is compared to what was available.

Actual work is dedicated to keep this bypass alive and relevant, and he deserves the paltry sum he's asking for the tools he/his team develops.

Updated, functioning tables are also available to you once you access the bypass, everything you need is ready to go.

aleks_
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Re: HELLDIVERS 2

Post by aleks_ »

Anyone want to play with me? I’m on PS5 and would rather play with someone who has the cheats as opposed to doing them myself yet. I’m just waiting for cross platform account sharing so I can transfer my account to PC and back to PS5.

I’m willing to get online and look for you with your friend codes. Please send me a PM. I will tailgate you on your missions but can handle my own as well.

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gir489
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Re: HELLDIVERS 2

Post by gir489 »

Has anyone else figured out what gives the larva sample infinite health? I had it break on me once, and tried to replicate it in a local server with the same scripts I use, but couldn't figure it out. Drop a pebble enough times, maybe once it floats to the sky instead? IDK.

firedragon1x
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Re: HELLDIVERS 2

Post by firedragon1x »

gir, I updated the IDs for the new update and included the new warbond weapons + booster.

Code: Select all

  cmp [rcx+04], #0 // zero damage weapons (e.g. smoke)
    je dmg_code
  cmp [rcx+00], #9 // FLAM-40 Flamethrower (part 1, impact)
    je dmg_Super
  cmp [rcx+00], #10 // FLAM-66 Torcher
    je dmg_Super
  cmp [rcx+00], #11 // P-72 Crisper
    je dmg_Super
  cmp [rcx+00], #12 // GL-21 Grenade Launcher (part 1, impact)
    je dmg_Super
  cmp [rcx+00], #21 // LAS-16 Sickle
    je dmg_Super
  cmp [rcx+00], #22 // PLAS-1 Scorcher (part 1, impact), SG-8P Punisher Plasma (part 1, impact)
    je dmg_Super
  cmp [rcx+00], #23 // PLAS-101 Purifier (part 1, impact)
    je dmg_Super
  cmp [rcx+00], #25 // RS-422 Railgun (Safe Mode)
    je dmg_Super
  cmp [rcx+00], #26 // RS-422 Railgun (Unsafe Mode)
    je dmg_Super
  cmp [rcx+00], #28 // P-19 Redeemer
    je dmg_Super
  cmp [rcx+00], #29 // MP-98 Knight
    je dmg_Super
  cmp [rcx+00], #30 // P-2 Peacemaker
    je dmg_Super
  cmp [rcx+00], #37 // SMG-37 Defender
    je dmg_Pump
  cmp [rcx+00], #44 // SMG-72 Pummeler
    je dmg_Pump
  cmp [rcx+00], #45 // P-113 Verdict
    je dmg_Super
  cmp [rcx+00], #47 // P-4 Senator
    je dmg_Super
  cmp [rcx+00], #51 // AR-23P Liberator Penetrator
    je dmg_Super
  cmp [rcx+00], #52 // AR-23C Liberator Concussive
    je dmg_Super
  cmp [rcx+00], #54 // AR-22C Patriot, AR-23 Liberator, AR-23A Liberator Carbine, AR-48 Truth Whisperer, AX/AR-23 Guard Dog, M-105 Stalwart
    je dmg_Super
  cmp [rcx+00], #68 // A/G-16 Gatling Sentry, A/MG-43 Machine Gun Sentry, EXO-45 Patriot Exosuit Gatling, MG-43 Machine Gun
    je dmg_Super
  cmp [rcx+00], #74 // AR-20L Justice, BR-14 Adjudicator
    je dmg_Super
  cmp [rcx+00], #75 // AR-61 Tenderizer
    je dmg_Super
  cmp [rcx+00], #77 // R-63 Diligence Marksman
    je dmg_Super
  cmp [rcx+00], #78 // R-63CS Diligence Counter Sniper
    je dmg_Super
  cmp [rcx+00], #84 // R-36 Eruptor (part 1, impact)
    je dmg_Super
  cmp [rcx+00], #88 // JAR-5 Dominator
    je dmg_Super
  cmp [rcx+00], #93 // SG-8 Punisher
    je dmg_Super
  cmp [rcx+00], #94 // SG-451 Cookout
    je dmg_Super
  cmp [rcx+00], #99 // Break-Action Shotgun
    je dmg_Super
  cmp [rcx+00], #105 // SG-8S Slugger
    je dmg_Super
  cmp [rcx+00], #106 // SG-22 Bushwhacker
    je dmg_Super
  cmp [rcx+00], #107 // SG-225SP Breaker Spray&Pray
    je dmg_Super
  cmp [rcx+00], #108 // SG-225 Breaker
    je dmg_Super
  cmp [rcx+00], #109 // SG-225BB Breaker Bugbiter
    je dmg_Super
  cmp [rcx+00], #110 // SG-225NS Breaker Nailspitter
    je dmg_Super
  cmp [rcx+00], #111 // SG-255IE Breaker Incendiary
    je dmg_Super
  cmp [rcx+00], #117 // G-6 Frag Grenade (part 2, shrapnel)
    je dmg_code
// 118 might also be Eagle Cluster Bomb shrapnel
  cmp [rcx+00], #118 // Orbital Airburst Strike (part 2, shrapnel)
    je dmg_code
  cmp [rcx+00], #121 // ARC-3 Arc Thrower
    je dmg_Super
  cmp [rcx+00], #123 // ARC-12 Blitzer
    je dmg_Super
  cmp [rcx+00], #127 // MG-206 Heavy Machine Gun
    je dmg_Super
  cmp [rcx+00], #128 // APW-1 Anti-Materiel Rifle
    je dmg_Super
  cmp [rcx+00], #130 // CB-9 Exploding Crossbow (part 1, impact)
    je dmg_Super
  cmp [rcx+00], #131 // CB-9 Exploding Crossbow (part 2, explosion)
    je dmg_Super
  cmp [rcx+00], #132 // A/ARC-3 Tesla Tower
    je dmg_code
  cmp [rcx+00], #133 // AC-8 Autocannon (part 1, impact)
    je dmg_Super
  cmp [rcx+00], #135 // EXO-49 Emancipator Exosuit Autocannon (part 1, impact)
    je dmg_Super
  cmp [rcx+00], #136 // A/AC-8 Autocannon Sentry (part 1, impact), Pelican-1 Evacuation Shuttle Autocannon (part 1, impact)
    je dmg_code
  cmp [rcx+00], #138 // Eagle Strafing Run (part 1, impact), Orbital Gatling Barrage (part 1, impact)
    je dmg_code
  cmp [rcx+00], #140 // GP-31 Grenade Pistol (part 1, impact)
    je dmg_Super
  cmp [rcx+00], #141 // EAT-17 Expendable Anti-Tank (part 1, impact)
    je dmg_Super
  cmp [rcx+00], #142 // GR-8 Recoiless Rifle (part 1, impact)
    je dmg_Super
  cmp [rcx+00], #145 // A/M-12 Mortar Sentry (part 1, impact)
    je dmg_code
  cmp [rcx+00], #146 // A/MLS-4X Rocket Sentry (part 1, impact)
    je dmg_code
  cmp [rcx+00], #148 // SEAF Napalm (part 1, impact), Eagle Napalm Strike (part 1, impact), Eagle Airstrike (part 1, impact)
    je dmg_code
  cmp [rcx+00], #151 // MLS-4X Commando (part 1, impact)
    je dmg_Super
  cmp [rcx+00], #153 // EXO-45 Patriot Exosuit Rocket (part 1, impact)
    je dmg_Super
  cmp [rcx+00], #155 // FAF-14 Spear (part 1, impact)
    je dmg_Super
  cmp [rcx+00], #157 // Eagle Air-to-Air Missiles (part 1, impact)
    je dmg_code
  cmp [rcx+00], #158 // Eagle 110mm Rocket Pods (part 1, impact), RL-77 Airburst Rocket Launcher (part 1, impact)
    je dmg_code
  cmp [rcx+00], #160 // Eagle 500kg Bomb (part 1, impact), SEAF High Explosive (part 1, impact)
    je dmg_code
  cmp [rcx+00], #164 // Orbital Precision Strike (part 1, impact)
    je dmg_code
  cmp [rcx+00], #165 // Orbital 120mm HE Barrage (part 1, impact)
    je dmg_code
  cmp [rcx+00], #166 // Orbital 380mm HE Barrage (part 1, impact), Orbital Walking Barrage (part 1, impact), Orbital Traitor Barrage (part 1, impact)
    je dmg_code
  cmp [rcx+00], #169 // Orbital Railcannon Strike (part 1, impact)
    je dmg_code
  cmp [rcx+00], #178 // G-23 Stun Grenade
    je dmg_code
  cmp [rcx+00], #192 // PLAS-1 Scorcher (part 2, explosion)
    je dmg_Super
  cmp [rcx+00], #194 // SG-8P Punisher Plasma (part 2, explosion)
    je dmg_Super
  cmp [rcx+00], #195 // PLAS-101 Purifier (part 2, explosion)
    je dmg_Super
  cmp [rcx+00], #212 // G-6 Frag Grenade (part 1, explosion), RL-77 Airburst Rocket Launcher (part 3, explosion)
    je dmg_code
  cmp [rcx+00], #213 // G-10 Incendiary Grenade, G-13 Impact Incindiary Grenade
    je dmg_code
  cmp [rcx+00], #214 // G-123 Thermite Grenade (part 1, explosion)
    je dmg_code
  cmp [rcx+00], #215 // R-36 Eruptor (part 2, explosion)
    je dmg_Super
  cmp [rcx+00], #223 // A/M-23 EMS Mortar Sentry (part 1, impact)
    je dmg_code
  cmp [rcx+00], #224 // G-12 High Explosive Grenade, G-16 Impact Grenade
    je dmg_code
  cmp [rcx+00], #225 // Eagle Strafing Run (part 2, explosion), Orbital Gatling Barrage (part 2, explosion)
    je dmg_code
  cmp [rcx+00], #226 // AC-8 Autocannon (part 2, explosion)
    je dmg_Super
  cmp [rcx+00], #228 // EXO-49 Emancipator Exosuit Autocannon (part 2, explosion)
    je dmg_Super
  cmp [rcx+00], #230 // A/AC-8 Autocannon Sentry (part 2, explosion), Pelican-1 Evacuation Shuttle Autocannon (part 2, explosion)
    je dmg_code
  cmp [rcx+00], #231 // GL-21 Grenade Launcher (part 2, explosion), GP-31 Grenade Pistol (part 2, explosion)
    je dmg_Super
  cmp [rcx+00], #234 // A/M-12 Mortar Sentry (part 2, explosion)
    je dmg_code
  cmp [rcx+00], #235 // GR-8 Recoiless Rifle (part 2, direct hit explosion)
    je dmg_Super
  cmp [rcx+00], #236 // GR-8 Recoiless Rifle (part 3, explosion)
    je dmg_Super
  cmp [rcx+00], #237 // EAT-17 Expendable Anti-Tank (part 2, explosion)
    je dmg_Super
  cmp [rcx+00], #238 // Quasar Cannon (part 1, impact)
    je dmg_Super
  cmp [rcx+00], #239 // Quasar Cannon (part 2, explosion)
    je dmg_Super
  cmp [rcx+00], #240 // Eagle Cluster Bomb (part 1, impact), Orbital Airburst Strike (part 1, impact)
    je dmg_code
  cmp [rcx+00], #242 // SEAF Napalm (part 2, explosion), Eagle Napalm Strike (part 2, explosion)
    je dmg_code
  cmp [rcx+00], #243 // MLS-4X Commando (part 2, explosion)
    je dmg_Super
  cmp [rcx+00], #245 // EXO-45 Patriot Exosuit Rocket (part 2, explosion)
    je dmg_Super
  cmp [rcx+00], #247 // FAF-14 Spear (part 2, explosion)
    je dmg_Super
  cmp [rcx+00], #249 // Eagle Air-to-Air Missiles (part 2, explosion)
    je dmg_code
  cmp [rcx+00], #250 // A/MLS-4X Rocket Sentry (part 2, explosion)
    je dmg_code
  cmp [rcx+00], #251 // RL-77 Airburst Rocket Launcher (part 2, explosion)
    je dmg_code
  cmp [rcx+00], #252 // Eagle 110mm Rocket Pods (part 2, explosion)
    je dmg_code
  cmp [rcx+00], #254 // MD-6 Anti-Personnel Minefield
    je dmg_code
  cmp [rcx+00], #255 // MD-I4 Incendiary Mines
    je dmg_code
  cmp [rcx+00], #256 // MD-17 Anti-Tank Mine
    je dmg_code
  cmp [rcx+00], #265 // Eagle Airstrike (part 2, explosion)
    je dmg_code
  cmp [rcx+00], #269 // Hellpod Capsule (part 1, impact)
    je dmg_code
  cmp [rcx+00], #270 // Hellpod Capsule (part 2, burn) [Firebomb Hellpods Booster]
    je dmg_code
  cmp [rcx+00], #279 // Orbital Railcannon Strike (part 2, explosion)
    je dmg_code
  cmp [rcx+00], #280 // Orbital 380mm HE Barrage (part 2, explosion), Orbital Walking Barrage (part 2, explosion), Orbital Traitor Barrage (part 2, explosion)
    je dmg_code
  cmp [rcx+00], #281 // Orbital 120mm HE Barrage (part 2, explosion), Orbital Precision Strike (part 2, explosion)
    je dmg_code
  cmp [rcx+00], #282 // Orbital Gas Strike (part 1, impact)
    je dmg_code
  cmp [rcx+00], #284 // A/M-23 EMS Mortar Sentry (part 2, stun)
    je dmg_code
  cmp [rcx+00], #286 // Eagle 500kg Bomb (part 2, explosion), SEAF High Explosive (part 2, explosion)
    je dmg_code
// fall damage might be wrong
  cmp [rcx+00], #295 // Fall damage
    je dmg_code
  cmp [rcx+00], #300 // Hellbomb, SEAF Mini Nuke
    je dmg_code
  cmp [rcx+00], #310 // LAS-7 Dagger
    je dmg_Super
  cmp [rcx+00], #311 // LAS-5 Scythe
    je dmg_Super
  cmp [rcx+00], #312 // AX/LAS-5 Guard Dog Rover
    je dmg_code
  cmp [rcx+00], #316 // LAS-98 Laser Cannon
    je dmg_Super
  cmp [rcx+00], #319 // Orbital Laser
    je dmg_code
  cmp [rcx+00], #323 // FLAM-40 Flamethrower (part 2, burn), ground fire, flame tornadoes
    je dmg_code
  cmp [rcx+00], #324 // G-123 Thermite Grenade (part 2, burn)
    je dmg_code
  cmp [rcx+00], #329 // Eagle Napalm Strike (part 3, heavy burn), SEAF Napalm (part 3, heavy burn)
    je dmg_code
  cmp [rcx+00], #334 // Orbital Gas Strike (part 2, gas)
    je dmg_code
  cmp [rcx+00], #339 // Helldiver Melee
    je dmg_code
  cmp [rcx+00], #340 // Helldiver Melee [Muscle Enhancement Booster]
    je dmg_code
  cmp [rcx+00], #395 // K-2 Throwing Knife
    je dmg_Super

  jmp dmg_Enemy

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gir489
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Re: HELLDIVERS 2

Post by gir489 »

firedragon1x wrote:
Sun Aug 11, 2024 2:33 am
gir, I updated the IDs for the new update and included the new warbond weapons + booster.
Someone from within cfemen's discord already posted all the proper damage names, which Arrowhead probably left in the game as debug.

Here's my current JSON list.



I found that Zoddel had one of the alien IDs in the list, probably copied by accident from the debugger. I had since removed it and readjusted it. But I still have to go through this giant list and correlate what actually needs to be in the list and what doesn't. For example there's several 10g and 12g variations that aren't used in the game. If you dig through game.dll, you can see there's a fully fleshed out attachments menu and associated configuration file that has been in the game since at least the 101 patch, however, it was never used or removed from the game. I feel like these extraneous entries in the table are remnants from that.

EDIT: I updated my table with as many new IDs as I could conservatively say they belong to the player. Some IDs were too generic or esoteric to make a determination if they should be added so I left them out. If you find specific IDs are missing, let me know their ID and what you think they belong to and I'll check it with the debugger.

firedragon1x
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Re: HELLDIVERS 2

Post by firedragon1x »

Here are some IDs I think might be missing:
  • 10 // FLAM-66 Torcher
  • 11 // P-72 Crisper
  • 74 // BR-14 Adjudicator
  • 106 // SG-22 Bushwhacker
  • 255 // Incendiary Mines explosion
Also, what weapon does 24 // Projectile_Plasma_Bolt_Charge correspond to?

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