hyperspeedgx wrote: ↑Thu Dec 07, 2017 1:49 am
So @Cielos is there no way to add on the senseless zombies an option to make enemies always see me, to make them not lose me from the FOV even if I run for a long distance?
missed your message.
I have modified "senseless zombies" script, that allows you to set the "sense level" to "hell", which would stop the zombies' sense level from decreasing once they went up.
I have uninstalled the game for now, so I have no way to test it for the time being, so I'll just post the modified script below, you just need to copy and paste the below text ONTO the table:
activate "enable", activate "stealth mod .3", highlight "senseless lady ghost", press Ctrl-V.
this will paste the "senseless zombies .3" script right below the "senseless lady ghost" script.
when "senseless zombies .3" is activated, choose "always" for "method", then choose "hell" for "sense level".
now after an zombie spotted you, even when you ran out of its sight, it should still tries to track you down no matter where you're, until you kill it that is.
again, it's not tested yet. good luck~
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>402</ID>
<Description>"senseless zombies .3"</Description>
<LastState/>
<Color>FF0000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
define(zbalwaysoverridedefault,0) //0 - in snaek only, 1 - always
define(zombiesenseleveldefault,1) //0 - senseless, 1 - blind (can still hear)
define(maxenemyawarenessdefault,(float)0.8)
aobscanmodule(enemyAwarenessWritesAOB,TEW2.exe,0F 57 C0 F3 0F 11 ** ** ** ** ** 0F 2F ** ** ** ** ** 76)
registersymbol(enemyAwarenessWritesAOB)
label(bZBAlwaysOverride)
registersymbol(bZBAlwaysOverride)
label(bZombieSenseLevel)
registersymbol(bZombieSenseLevel)
label(dMaxEnemyAwareness)
registersymbol(dMaxEnemyAwareness)
label(pEnemyAwareness)
registersymbol(pEnemyAwareness)
alloc(newmem2,2048,enemyAwarenessWritesAOB+3) //"TEW2.exe"+8B54F2)
label(returnhere2)
label(originalcode2_senselesszombies)
registersymbol(originalcode2_senselesszombies)
label(exit2)
newmem2: //this is allocated memory, you have read,write,execute access
//place your code here
push rax
mov rax,bZBAlwaysOverride
cmp byte ptr [rax],1
je @f
mov rax,pPlayerInfo2
test rax,rax
jz end2
mov rax,[rax]
db 80 B8
readmem(originalcode_stealthmod+2,4)
db 01
//cmp byte ptr [rax+58c],1
jne end2
@@:
mov rax,bZombieSenseLevel
cmp byte ptr [rax],0
jne @f
db 48 8D 81
readmem(enemyAwarenessWritesAOB+7,4)
//lea rax,[rcx+15c0]
mov dword ptr [rax+8],0
xorps xmm1,xmm1
jmp end2
@@:
cmp byte ptr [rax],1
jne @f
mov rax,dMaxEnemyAwareness
comiss xmm1,[rax]
jbe end2
movss xmm1,[rax]
jmp end2
@@:
cmp byte ptr [rax],2
jne @f
db 0F 2F
readmem(enemyAwarenessWritesAOB+6,5)
//comiss xmm1,[rcx+15c0]
jae end2
readmem(enemyAwarenessWritesAOB+3,2)
db 11
readmem(enemyAwarenessWritesAOB+6,5)
//movss xmm1,[rcx+15c0]
jmp end2
@@:
end2:
pop rax
originalcode2_senselesszombies:
readmem(enemyAwarenessWritesAOB+3,8)
//movss [rcx+000015C0],xmm1
exit2:
jmp returnhere2
///
bZBAlwaysOverride:
dd zbalwaysoverridedefault
bZombieSenseLevel:
dd zombiesenseleveldefault
dMaxEnemyAwareness:
dd maxenemyawarenessdefault
pEnemyAwareness:
dq 0
///
enemyAwarenessWritesAOB+3: //"TEW2.exe"+8B54F2:
jmp newmem2
nop
nop
nop
returnhere2:
///****************************************///
aobscanmodule(enemyAwarenessReadsOnSight1AOB,TEW2.exe,0F 2F C7 F3 0F 10 ** ** ** ** ** 76 ** 0F 2F ** ** ** ** ** 76)
registersymbol(enemyAwarenessReadsOnSight1AOB)
alloc(newmem11,2048,enemyAwarenessReadsOnSight1AOB+d) //"TEW2.exe"+8B5C58)
label(returnhere11)
label(originalcode11_senselesszombies)
registersymbol(originalcode11_senselesszombies)
label(exit11)
newmem11: //this is allocated memory, you have read,write,execute access
//place your code here
push rax
mov rax,bZBAlwaysOverride
cmp byte ptr [rax],1
je @f
mov rax,pPlayerInfo2
test rax,rax
jz end2
mov rax,[rax]
db 80 B8
readmem(originalcode_stealthmod+2,4)
db 01
//cmp byte ptr [rax+58c],1
jne end11
@@:
db C7 81
readmem(enemyAwarenessReadsOnSight1AOB+10,4)
db 00 00 00 00
//mov dword ptr [rcx+15c0],0
end11:
pop rax
originalcode11_senselesszombies:
readmem(enemyAwarenessReadsOnSight1AOB+d,7)
//comiss xmm6,[rcx+000015C0]
exit11:
jmp returnhere11
///
enemyAwarenessReadsOnSight1AOB+d: //"TEW2.exe"+8B5C58:
jmp newmem11
nop
nop
returnhere11:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem2)
enemyAwarenessWritesAOB+3: //"TEW2.exe"+8B54F2:
readmem(originalcode2_senselesszombies,8)
//db F3 0F 11 89 C0 15 00 00
//Alt: movss [rcx+000015C0],xmm1
unregistersymbol(originalcode2_senselesszombies)
unregistersymbol(bZBAlwaysOverride)
unregistersymbol(bZombieSenseLevel)
unregistersymbol(dMaxEnemyAwareness)
unregistersymbol(pEnemyAwareness)
///****************************************///
dealloc(newmem11)
enemyAwarenessReadsOnSight1AOB+d: //"TEW2.exe"+8B5C58:
readmem(originalcode11_senselesszombies,7)
//db 0F 2F B1 C0 15 00 00
//Alt: comiss xmm6,[rcx+000015C0]
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>403</ID>
<Description>"method"</Description>
<DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">0:in sneak only
1:always
</DropDownList>
<Color>008000</Color>
<VariableType>Byte</VariableType>
<Address>bZBAlwaysOverride</Address>
<Hotkeys>
<Hotkey>
<Action>Set Value</Action>
<Keys>
<Key>106</Key>
<Key>111</Key>
</Keys>
<Value>0</Value>
<ID>0</ID>
<ActivateSound TTS="">sneak stealth</ActivateSound>
</Hotkey>
<Hotkey>
<Action>Set Value</Action>
<Keys>
<Key>106</Key>
<Key>109</Key>
</Keys>
<Value>1</Value>
<ID>1</ID>
<ActivateSound TTS="">always stealth</ActivateSound>
</Hotkey>
</Hotkeys>
<CheatEntries>
<CheatEntry>
<ID>473</ID>
<Description>"numpad*/ : in sneak only"</Description>
<LastState Value="" RealAddress="00000000"/>
<Color>808080</Color>
<GroupHeader>1</GroupHeader>
</CheatEntry>
<CheatEntry>
<ID>474</ID>
<Description>"numpad*- : always"</Description>
<LastState Value="" RealAddress="00000000"/>
<Color>808080</Color>
<GroupHeader>1</GroupHeader>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>405</ID>
<Description>"sense level"</Description>
<DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">0:senseless
1:blind
2:hell
</DropDownList>
<Color>008000</Color>
<VariableType>Byte</VariableType>
<Address>bZombieSenseLevel</Address>
<Hotkeys>
<Hotkey>
<Action>Set Value</Action>
<Keys>
<Key>105</Key>
<Key>104</Key>
</Keys>
<Value>1</Value>
<ID>0</ID>
<ActivateSound TTS="">blind zombies</ActivateSound>
</Hotkey>
<Hotkey>
<Action>Set Value</Action>
<Keys>
<Key>105</Key>
<Key>107</Key>
</Keys>
<Value>0</Value>
<ID>1</ID>
<ActivateSound TTS="">senseless zombies</ActivateSound>
</Hotkey>
</Hotkeys>
<CheatEntries>
<CheatEntry>
<ID>475</ID>
<Description>"numpad98 : blind zombies"</Description>
<LastState Value="" RealAddress="00000000"/>
<Color>808080</Color>
<GroupHeader>1</GroupHeader>
</CheatEntry>
<CheatEntry>
<ID>476</ID>
<Description>"numpad9+ : senseless zombies"</Description>
<LastState Value="" RealAddress="00000000"/>
<Color>808080</Color>
<GroupHeader>1</GroupHeader>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>404</ID>
<Description>""</Description>
<Options moHideChildren="1"/>
<LastState Value="" RealAddress="00000000"/>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>407</ID>
<Description>""</Description>
<LastState/>
<Color>808080</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(enemyAwarenessReads11AOB,TEW2.exe,84 C0 75 ** F3 0F 10 ** **** ** ** 0F 2F ** ** ** ** ** 73 ** 48)
registersymbol(enemyAwarenessReads11AOB)
alloc(newmem6,2048,enemyAwarenessReads11AOB+4) //"TEW2.exe"+A22021)
label(returnhere6)
label(originalcode6_senselesszombies)
registersymbol(originalcode6_senselesszombies)
label(exit6)
newmem6: //this is allocated memory, you have read,write,execute access
//place your code here
push rax
mov rax,bZBAlwaysOverride
cmp byte ptr [rax],1
je @f
mov rax,pPlayerInfo2
mov rax,[rax]
db 80 B8
readmem(originalcode_stealthmod+2,4)
db 01
//cmp byte ptr [rax+58c],1
jne end6
@@:
mov rax,bZombieSenseLevel
cmp byte ptr [rax],0
jne @f
db 48 8D 83
readmem(enemyAwarenessReads11AOB+8,4)
lea rax,[rbx+15c0]
mov dword ptr [rax+8],0
xorps xmm0,xmm0
jmp end6
@@:
mov rax,dMaxEnemyAwareness
comiss xmm0,[rax]
jbe @f
movss xmm0,[rax]
jmp @f
end6:
pop rax
originalcode6_senselesszombies:
readmem(enemyAwarenessReads11AOB+4,8)
//movss xmm0,[rbx+000015C0]
exit6:
jmp returnhere6
///
enemyAwarenessReads11AOB+4: //"TEW2.exe"+A22021:
jmp newmem6
nop
nop
nop
returnhere6:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem6)
enemyAwarenessReads11AOB+4: //"TEW2.exe"+A22021:
readmem(originalcode6_senselesszombies,8)
//db F3 0F 10 83 C0 15 00 00
//Alt: movss xmm0,[rbx+000015C0]
unregistersymbol(originalcode6_senselesszombies)
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>406</ID>
<Description>"blind level value"</Description>
<Color>008000</Color>
<VariableType>Float</VariableType>
<Address>dMaxEnemyAwareness</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>