HELLDIVERS 2

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firedragon1x
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Re: HELLDIVERS 2

Post by firedragon1x »

Regarding the unknown value m_unk1 (+0x24) in the damage script, it corresponds to how strongly / how far of a distance enemies are pushed back. m_pushback (+0x20) determines the size of enemies that are affected by the pushback, with larger enemies requiring a larger value to be affected.

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gir489
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Re: HELLDIVERS 2

Post by gir489 »

firedragon1x wrote:
Mon Aug 12, 2024 6:43 am
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?
The FLAM-66 doesn't have a damage scale, 10/11 is just a red herring. All of them use 323 DPS_Fire, which stands for Damage Per Second Fire. [Link]. 255 does make sense for incendiary mines, however, they are not added to the game yet.

BaronDeath
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Re: HELLDIVERS 2

Post by BaronDeath »

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.

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
FYI lines with "dmg_Pump" needs to be changed... I changed it in my script to dmg_code

usrnam
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Re: HELLDIVERS 2

Post by usrnam »

Kekner wrote:
Thu Mar 07, 2024 3:23 pm
Yanoto wrote:
Thu Mar 07, 2024 3:18 pm
Kekner wrote:
Thu Mar 07, 2024 3:11 pm




Take a minute to read the forum and see that people asked for his fucking patreon, with all due respect.

It also was not a commercial! i have no affiliation with Cfemen as you can see above people asked for his patreon and so I linked it, and because I believe Cfemens work is incredible I simply stated so while also recommending his patreon to those who choose to and can support him. He also asks for a fraction of what other cheats cost!

I wouldn't call it ass kissing either, I would call it a recommendation.
U can use PM in this case.
Everything looks at the moment as cfemen are using the FCE site to recruit subscribers.
Why use PM when i can post the link to his Patreon as multiple people have requested, and make it easy for new comers to find too?
As one on those newcomers I appreciate the recommendation lol.

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gir489
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Re: HELLDIVERS 2

Post by gir489 »

usrnam wrote:
Wed Aug 14, 2024 12:20 am
Kekner wrote:
Thu Mar 07, 2024 3:23 pm

Why use PM when i can post the link to his Patreon as multiple people have requested, and make it easy for new comers to find too?
As one on those newcomers I appreciate the recommendation lol.
As if you can't just type "cfemen helldivers 2" into google and press Return? That's a bridge too far? Jesus fucking Christ.

fallout11
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Re: HELLDIVERS 2

Post by fallout11 »

Thanks for the update Gir489!

usrnam
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Re: HELLDIVERS 2

Post by usrnam »

gir489 wrote:
Wed Aug 14, 2024 1:17 am
usrnam wrote:
Wed Aug 14, 2024 12:20 am
Kekner wrote:
Thu Mar 07, 2024 3:23 pm

Why use PM when i can post the link to his Patreon as multiple people have requested, and make it easy for new comers to find too?
As one on those newcomers I appreciate the recommendation lol.
As if you can't just type "cfemen helldivers 2" into google and press Return? That's a bridge too far? Jesus fucking Christ.
My whole point is that i didnt know that "cfemen helldivers 2" existed before this form, dunno why your so upset LOL.

deceichu
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Re: HELLDIVERS 2

Post by deceichu »

Can the damage mod really be adjusted? I tried just putting dd (float)1 for the dmg_multiplier and it doesn't really change the damage at all.

Thodep
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Re: HELLDIVERS 2

Post by Thodep »

gir489 wrote:
Tue Aug 13, 2024 12:49 am
firedragon1x wrote:
Mon Aug 12, 2024 6:43 am
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?
The FLAM-66 doesn't have a damage scale, 10/11 is just a red herring. All of them use 323 DPS_Fire, which stands for Damage Per Second Fire. [Link]. 255 does make sense for incendiary mines, however, they are not added to the game yet.
Incendiary Mines are in the game since day one, is one of the stratagems I used early on, I always found them superior to the normal mines when facing bugs.

elamigopaisa
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Re: HELLDIVERS 2

Post by elamigopaisa »

does someone have the " always correct input terminal" script, i lost that script on my table

0CrossTrigger0
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Re: HELLDIVERS 2

Post by 0CrossTrigger0 »

Does Cfemens bypass still work in the game?

MemorXorcist
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Re: HELLDIVERS 2

Post by MemorXorcist »

0CrossTrigger0 wrote:
Sat Aug 17, 2024 6:04 am
Does Cfemens bypass still work in the game?
Yes, it's still functioning.

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gir489
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Re: HELLDIVERS 2

Post by gir489 »

Deepthroat wrote:
Fri Aug 16, 2024 11:33 am
gir489 wrote:
Tue Aug 13, 2024 12:49 am
firedragon1x wrote:
Mon Aug 12, 2024 6:43 am
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?
The FLAM-66 doesn't have a damage scale, 10/11 is just a red herring. All of them use 323 DPS_Fire, which stands for Damage Per Second Fire. [Link]. 255 does make sense for incendiary mines, however, they are not added to the game yet.
Incendiary Mines are in the game since day one, is one of the stratagems I used early on, I always found them superior to the normal mines when facing bugs.
Thanks, I've added 255 to the table.

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Re: HELLDIVERS 2

Post by MemorXorcist »

deceichu wrote:
Thu Aug 15, 2024 9:37 am
Can the damage mod really be adjusted? I tried just putting dd (float)1 for the dmg_multiplier and it doesn't really change the damage at all.
That's because '1' is the default setting, setting the dmg multiplier to 1 just multiplies the damage by 1, resulting in no change.

Putting 'dd (float)2' for the dmg multiplier would double the damage, 'dd (float)3' would triple it, and so on.

You can also use additive damage instead of multiplicative by changing the super damage script from 'mulss' to 'addss', allowing you to add a flat damage increase instead of multiplying - so 'dd(float)200' would add 200 damage to the the base damage instead of multiplying the base damage.

deceichu
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Re: HELLDIVERS 2

Post by deceichu »

MemorXorcist wrote:
Sun Aug 18, 2024 11:08 pm
deceichu wrote:
Thu Aug 15, 2024 9:37 am
Can the damage mod really be adjusted? I tried just putting dd (float)1 for the dmg_multiplier and it doesn't really change the damage at all.
That's because '1' is the default setting, setting the dmg multiplier to 1 just multiplies the damage by 1, resulting in no change.

Putting 'dd (float)2' for the dmg multiplier would double the damage, 'dd (float)3' would triple it, and so on.

You can also use additive damage instead of multiplicative by changing the super damage script from 'mulss' to 'addss', allowing you to add a flat damage increase instead of multiplying - so 'dd(float)200' would add 200 damage to the the base damage instead of multiplying the base damage.

Sorry for the confusion, the current default setting in the script is dd(float)20. I've tried just decreasing the number but it still deals an absurd amount of damage and it doesn't seem to change no matter the number. Tried just putting dd(float)1 to just deal base damage and it didn't work.

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