[Request]Outpost: Infinity Siege

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BigBear743
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Re: [Request]Outpost: Infinity Siege

Post by BigBear743 »

I think I'll wait till the game become more stable, feel like they add new update whenever I finish fixing old table :?

Blueskadoo
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Re: [Request]Outpost: Infinity Siege

Post by Blueskadoo »

Thanks for the work. I just have to make sure to reapply the hotkeys I made for the item capacity.

lexore
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Re: [Request]Outpost: Infinity Siege

Post by lexore »

so, the moment infini ammo for player and turret is not work ?

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Re: [Request]Outpost: Infinity Siege

Post by Cruxibel »

Ammo turret testing. Other functions not tested.
--Sharing 1.ct: works for turrets with ammo capacity of 1000 the standard, the count drops to 998/960 depending on the cost of the round, doesn't work for artillery 105mm or cannons 406mm capacity of 3/6/12 rounds.
--Sharing 2.ct: doesn't work for both turrets and cannons but it bug the 105mm cannons available on the map making them have infinite ammo and still shooting after being destroyed.
--Sharing 0.ct: not tested.

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BigBear743
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Re: [Request]Outpost: Infinity Siege

Post by BigBear743 »

I'm still working on the game, making something work very well so far, but gonna need someone to give me some feedbacks before publishing the table avoiding confusion. I found something that can help target ammo/health/material/energy without crashing the game but under specific condition. For example the script below only work if ACTIVATED AFTER entering the field/battle. Which mean you have to deactivate it before entering new mission. :dry:
Spoiler
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>105563</ID>
<Description>"inf ammo/material/energy [activate AFTER entering battle]"</Description>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(infammo1,U01-Win64-Shipping.exe,F3 0F 10 41 08 C3 CC CC CC CC) // should be unique
alloc(newmem,$1000,infammo1)

label(code)
label(return)

newmem:
cmp r8,528
jne newmem+100
cmp [rcx+18],(float)1000 //turret ammo
jne newmem+50
mov [rcx+08],(float)9999
mov [rcx+0C],(float)9999
jmp code

newmem+50: //player ammo
cmp [rcx+18],(float)180
jne code
mov [rcx+08],(float)180
mov [rcx+0C],(float)180
jmp code

newmem+100: //material
cmp r8,631
jne code
mov [rcx+08],(float)9999
mov [rcx+0C],(float)9999
mov [rcx+1C],(float)9999
jmp code

code:
movss xmm0,[rcx+08]
jmp return

infammo1:
jmp newmem
return:
registersymbol(infammo1)

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
infammo1:
db F3 0F 10 41 08

unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: U01-Win64-Shipping.exe+1AC6290

U01-Win64-Shipping.exe+1AC6279: F3 0F 10 05 EF DB 3D 05 - movss xmm0,[U01-Win64-Shipping.exe+6EA3E70]
U01-Win64-Shipping.exe+1AC6281: 0F 28 CA - movaps xmm1,xmm2
U01-Win64-Shipping.exe+1AC6284: E9 38 BF 23 05 - jmp U01-Win64-Shipping.exe+6D021C1
U01-Win64-Shipping.exe+1AC6289: C3 - ret
U01-Win64-Shipping.exe+1AC628A: CC - int 3
U01-Win64-Shipping.exe+1AC628B: CC - int 3
U01-Win64-Shipping.exe+1AC628C: CC - int 3
U01-Win64-Shipping.exe+1AC628D: CC - int 3
U01-Win64-Shipping.exe+1AC628E: CC - int 3
U01-Win64-Shipping.exe+1AC628F: CC - int 3
// ---------- INJECTING HERE ----------
U01-Win64-Shipping.exe+1AC6290: F3 0F 10 41 08 - movss xmm0,[rcx+08]
// ---------- DONE INJECTING ----------
U01-Win64-Shipping.exe+1AC6295: C3 - ret
U01-Win64-Shipping.exe+1AC6296: CC - int 3
U01-Win64-Shipping.exe+1AC6297: CC - int 3
U01-Win64-Shipping.exe+1AC6298: CC - int 3
U01-Win64-Shipping.exe+1AC6299: CC - int 3
U01-Win64-Shipping.exe+1AC629A: CC - int 3
U01-Win64-Shipping.exe+1AC629B: CC - int 3
U01-Win64-Shipping.exe+1AC629C: CC - int 3
U01-Win64-Shipping.exe+1AC629D: CC - int 3
U01-Win64-Shipping.exe+1AC629E: CC - int 3
}
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>
=====================================
Otherwise, you can get to my patreon and for every purchase, I will tell you exactly what I just mention above :P
[Link]
Spoiler
I just wanna show my masterpiece drawing :roll:

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Re: [Request]Outpost: Infinity Siege

Post by Cruxibel »

With update 20240410, sharing 1 work for ciws 30 mm and machine gun type maybe seen as small caliber guns, the 30mm auto cannons type single/twin/viper maybe seen as medium caliber guns no longer working, arty and cannons big caliber same status not working, no test done on flamethrower and cryo turrets, no crash.

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Re: [Request]Outpost: Infinity Siege

Post by IceLitty »

BigBear743 wrote:
Sun Mar 31, 2024 6:14 am
This game make me remember a similar one played back in 2009, quite some memories.
I tried to make the player infinite ammo, as long as your gun max ammo is 180 it should work :?
Will add more option later, just wanna see if this a good direction to approach the game :?
=============================
3/31/24
This is is tough for me, until we have a better CE expert, there's some crabby script that I made :?
Infinite Ammo (Current bullet in the gun)
Infinite Trait Points
Infinite Ammo Reserve (reloading not reducing amount of reserve ammo)
Warehouse Item Quantity Pointer (mouse over item to get their quantity - I freeze the value as 99 and so far game running smooth, this script good for making gold)
=============================
4/7/24
New table with No cooldown script (anything on the battle field except your gun shooting cooldown)
=============================
4/8/24
New constructed table, as right now, best function is infinite ammo for guns (players and turret), more will come once I recover from the shock :?
viewtopic.php?p=346620#p346620
=============================
4/9/24
Finally I recovered the infinite ammo for player and turret, you can shoot continuosly now, hopefully there'll be no more crash :?
Does no cooldown anywhere? I download this three tables and not find any includes.. but thanks for item quantity script :D

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BigBear743
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Re: [Request]Outpost: Infinity Siege

Post by BigBear743 »

IceLitty wrote:
Sat Apr 13, 2024 3:27 pm
Does no cooldown anywhere? I download this three tables and not find any includes.. but thanks for item quantity script :D
You can try this :? , ONLY activate while you're in the field
No Cooldown Skills
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>105578</ID>
<Description>"No Cooldown Skill [activate AFTER entering battle]"</Description>
<Options moHideChildren="1"/>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(noskillcooldown,U01-Win64-Shipping.exe,74 53 49 8B 07 48 63 CB 48 8B 3C C8 48 8D 34 C8 8B CF E8 66) // should be unique
aobscanmodule(nocdskills2,U01-Win64-Shipping.exe,44 8B 10 41 8B C2 48 8B 5C 24 30 48 83) // should be unique
alloc(newmem2,$100,nocdskills2)
alloc(newmem7,$100,noskillcooldown)

label(code7)
label(return7)
label(code2)
label(return2)

newmem7:

code7:
jmp U01-Win64-Shipping.exe.text+3CD1EC8
mov rax,[r15]
jmp return7

noskillcooldown:
jmp newmem7
return7:


newmem2:

code2:
mov r10d,01
mov eax,r10d
jmp return2

nocdskills2:
jmp newmem2
nop
return2:

registersymbol(noskillcooldown)
registersymbol(nocdskills2)
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
noskillcooldown:
db 74 53 49 8B 07

nocdskills2:
db 44 8B 10 41 8B C2

unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: U01-Win64-Shipping.exe+3CD31D5

U01-Win64-Shipping.exe+3CD31B5: 48 98 - cdqe
U01-Win64-Shipping.exe+3CD31B7: 48 8D 0C 80 - lea rcx,[rax+rax*4]
U01-Win64-Shipping.exe+3CD31BB: 49 8B 85 50 0E 00 00 - mov rax,[r13+00000E50]
U01-Win64-Shipping.exe+3CD31C2: 48 8D 14 88 - lea rdx,[rax+rcx*4]
U01-Win64-Shipping.exe+3CD31C6: 48 85 D2 - test rdx,rdx
U01-Win64-Shipping.exe+3CD31C9: 74 06 - je U01-Win64-Shipping.exe+3CD31D1
U01-Win64-Shipping.exe+3CD31CB: 83 7A 08 00 - cmp dword ptr [rdx+08],00
U01-Win64-Shipping.exe+3CD31CF: 7F 04 - jg U01-Win64-Shipping.exe+3CD31D5
U01-Win64-Shipping.exe+3CD31D1: FF C3 - inc ebx
U01-Win64-Shipping.exe+3CD31D3: EB AC - jmp U01-Win64-Shipping.exe+3CD3181
// ---------- INJECTING HERE ----------
U01-Win64-Shipping.exe+3CD31D5: 41 B4 01 - mov r12b,01
// ---------- DONE INJECTING ----------
U01-Win64-Shipping.exe+3CD31D8: 4C 8B 74 24 20 - mov r14,[rsp+20]
U01-Win64-Shipping.exe+3CD31DD: 41 0F B6 C4 - movzx eax,r12b
U01-Win64-Shipping.exe+3CD31E1: 4C 8B 64 24 28 - mov r12,[rsp+28]
U01-Win64-Shipping.exe+3CD31E6: 48 8B 7C 24 60 - mov rdi,[rsp+60]
U01-Win64-Shipping.exe+3CD31EB: 48 8B 74 24 58 - mov rsi,[rsp+58]
U01-Win64-Shipping.exe+3CD31F0: 48 8B 5C 24 50 - mov rbx,[rsp+50]
U01-Win64-Shipping.exe+3CD31F5: 48 83 C4 30 - add rsp,30
U01-Win64-Shipping.exe+3CD31F9: 41 5F - pop r15
U01-Win64-Shipping.exe+3CD31FB: 41 5D - pop r13
U01-Win64-Shipping.exe+3CD31FD: 5D - pop rbp
}
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>105580</ID>
<Description>"Deactivate before leaving the field"</Description>
<LastState Value="" RealAddress="00000000"/>
<GroupHeader>1</GroupHeader>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
Edit: only script 2 work (for scanning gloves)
Edit 2: work well on my side now :D
=======================================
I added a new table viewtopic.php?p=345393#p345393
In the infinite ammo script, I figured out that register R8 hold the type of whatever outcome is, e.g:
528 == ammo
6a8 or 6aa == material/energy
So you can basically modify lots of things with this function :D

Blueskadoo
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Re: [Request]Outpost: Infinity Siege

Post by Blueskadoo »

The infinite traits does still work but it works by not consuming the points when leveling up the traits so you still have to level the operative to gain sufficient amount of points.

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EnterpriseNL
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Re: [Request]Outpost: Infinity Siege

Post by EnterpriseNL »

Did anyone find the research points value?

I tried 4 byte and Float, but nothing, atleast nothing that impacted the Research point count

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Re: [Request]Outpost: Infinity Siege

Post by IceLitty »

BigBear743 wrote:
Sun Apr 14, 2024 1:11 am
IceLitty wrote:
Sat Apr 13, 2024 3:27 pm
Does no cooldown anywhere? I download this three tables and not find any includes.. but thanks for item quantity script :D
You can try this :? , ONLY activate while you're in the field
No Cooldown Skills
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>105578</ID>
<Description>"No Cooldown Skill [activate AFTER entering battle]"</Description>
<Options moHideChildren="1"/>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(noskillcooldown,U01-Win64-Shipping.exe,74 53 49 8B 07 48 63 CB 48 8B 3C C8 48 8D 34 C8 8B CF E8 66) // should be unique
aobscanmodule(nocdskills2,U01-Win64-Shipping.exe,44 8B 10 41 8B C2 48 8B 5C 24 30 48 83) // should be unique
alloc(newmem2,$100,nocdskills2)
alloc(newmem7,$100,noskillcooldown)

label(code7)
label(return7)
label(code2)
label(return2)

newmem7:

code7:
jmp U01-Win64-Shipping.exe.text+3CD1EC8
mov rax,[r15]
jmp return7

noskillcooldown:
jmp newmem7
return7:


newmem2:

code2:
mov r10d,01
mov eax,r10d
jmp return2

nocdskills2:
jmp newmem2
nop
return2:

registersymbol(noskillcooldown)
registersymbol(nocdskills2)
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
noskillcooldown:
db 74 53 49 8B 07

nocdskills2:
db 44 8B 10 41 8B C2

unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: U01-Win64-Shipping.exe+3CD31D5

U01-Win64-Shipping.exe+3CD31B5: 48 98 - cdqe
U01-Win64-Shipping.exe+3CD31B7: 48 8D 0C 80 - lea rcx,[rax+rax*4]
U01-Win64-Shipping.exe+3CD31BB: 49 8B 85 50 0E 00 00 - mov rax,[r13+00000E50]
U01-Win64-Shipping.exe+3CD31C2: 48 8D 14 88 - lea rdx,[rax+rcx*4]
U01-Win64-Shipping.exe+3CD31C6: 48 85 D2 - test rdx,rdx
U01-Win64-Shipping.exe+3CD31C9: 74 06 - je U01-Win64-Shipping.exe+3CD31D1
U01-Win64-Shipping.exe+3CD31CB: 83 7A 08 00 - cmp dword ptr [rdx+08],00
U01-Win64-Shipping.exe+3CD31CF: 7F 04 - jg U01-Win64-Shipping.exe+3CD31D5
U01-Win64-Shipping.exe+3CD31D1: FF C3 - inc ebx
U01-Win64-Shipping.exe+3CD31D3: EB AC - jmp U01-Win64-Shipping.exe+3CD3181
// ---------- INJECTING HERE ----------
U01-Win64-Shipping.exe+3CD31D5: 41 B4 01 - mov r12b,01
// ---------- DONE INJECTING ----------
U01-Win64-Shipping.exe+3CD31D8: 4C 8B 74 24 20 - mov r14,[rsp+20]
U01-Win64-Shipping.exe+3CD31DD: 41 0F B6 C4 - movzx eax,r12b
U01-Win64-Shipping.exe+3CD31E1: 4C 8B 64 24 28 - mov r12,[rsp+28]
U01-Win64-Shipping.exe+3CD31E6: 48 8B 7C 24 60 - mov rdi,[rsp+60]
U01-Win64-Shipping.exe+3CD31EB: 48 8B 74 24 58 - mov rsi,[rsp+58]
U01-Win64-Shipping.exe+3CD31F0: 48 8B 5C 24 50 - mov rbx,[rsp+50]
U01-Win64-Shipping.exe+3CD31F5: 48 83 C4 30 - add rsp,30
U01-Win64-Shipping.exe+3CD31F9: 41 5F - pop r15
U01-Win64-Shipping.exe+3CD31FB: 41 5D - pop r13
U01-Win64-Shipping.exe+3CD31FD: 5D - pop rbp
}
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>105580</ID>
<Description>"Deactivate before leaving the field"</Description>
<LastState Value="" RealAddress="00000000"/>
<GroupHeader>1</GroupHeader>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
Edit: only script 2 work (for scanning gloves)
Edit 2: work well on my side now :D
=======================================
I added a new table viewtopic.php?p=345393#p345393
In the infinite ammo script, I figured out that register R8 hold the type of whatever outcome is, e.g:
528 == ammo
6a8 or 6aa == material/energy
So you can basically modify lots of things with this function :D
It works, thanks for this!

justadoggo
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Re: [Request]Outpost: Infinity Siege

Post by justadoggo »

Hmm... the infinite ammo/material/energy doesn't seem to work, is it possible because of the update it had?

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BigBear743
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Re: [Request]Outpost: Infinity Siege

Post by BigBear743 »

justadoggo wrote:
Tue Apr 16, 2024 8:14 am
Hmm... the infinite ammo/material/energy doesn't seem to work, is it possible because of the update it had?
If they have a new update again then yes :?

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Re: [Request]Outpost: Infinity Siege

Post by semmycoolz »

can you make for shell ammo unlimited?

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Re: [Request]Outpost: Infinity Siege

Post by Kinglink »

is there a way to unlock the play tester paint code?

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