Search found 680 matches

by gir489
Sat May 18, 2024 4:34 am
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2761
Views: 416663

Re: HELLDIVERS 2

Maybe that will fix things like the illegal broadcast tower not exploding properly? If you mean broadcast towers (and other structures, like Fabber) evaporating when shot at instead of doing the sequential "blowing up" animation, try lowering the demo value of whatever weapon you are Supering to 40...
by gir489
Sat May 18, 2024 3:00 am
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2761
Views: 416663

Re: HELLDIVERS 2

UPDATE: added weapon ID's // AX/LAS-5 "Guard Dog" Rover One of the things I noticed with making the Guard Dog a jmp_Super is that if a teammate hits you with it, you die instantly. Kinda sucks. I updated my table to use the damage stats for a hellbomb as the stats for all jmp_Super weapons. Maybe t...
by gir489
Thu May 16, 2024 1:19 pm
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2761
Views: 416663

Re: HELLDIVERS 2

ZoDDeL wrote:
Thu May 16, 2024 12:04 pm
see i didnt even know that your inf strategems (no cooldown) script negativly affect seaf calls.
i will add it your new one for sure.
I didn’t even notice it until I saw someone in my lobby called down a mini nuke only for it to do absolutely nothing.
by gir489
Thu May 16, 2024 2:25 am
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2761
Views: 416663

Re: HELLDIVERS 2

i will add hellbomb id next update. There was also some SEAF and shotgun IDs missing as well. Complete list: #88 // SG-8 Punisher #99 // SG-8S Slugger #102 // SG-225 Breaker #105 // SG-225IE Breaker Incendiary #231 // Napalm SEAF impact #273 // High-yield SEAF explosion #287 // Hellbomb / SEAF Mini...
by gir489
Wed May 15, 2024 11:55 pm
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2761
Views: 416663

Re: HELLDIVERS 2

@ZoDDeL I wrote something to dump the damage tuneables from memory, as at first I tried to decrypt them at rest, but I realized later that the array in memory we use, is just the already decrypted information, and it'd be easier to just walk the array and dump it from memory. https://github.com/gir4...
by gir489
Wed May 15, 2024 6:37 pm
Forum: Tables
Topic: Starfield
Replies: 412
Views: 108980

Re: Starfield

Is there any option/way to instant 100% survey a planet (maybe from just scanning it)? It's pretty tedious to have to land (sometimes in multiple location) to get all the flora, fauna, resources and/or traits. IIRC, there's a mod on Nexus that instantly reveals all traits, I was hoping it could be ...
by gir489
Wed May 15, 2024 6:20 pm
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2761
Views: 416663

Re: HELLDIVERS 2

Just a side note that if you set enemy demolition value to 0 (using ZoDDeL's super damage script or similar), you can't use the Hellbomb call-in to destroy any jammers, towers, or similar. Because that demolition value is now also 0. So be careful with what you set things to....there can be uninten...
by gir489
Tue May 14, 2024 2:55 pm
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2761
Views: 416663

Re: HELLDIVERS 2

did not tested this but i would expect that the explosion / aoe ID with high demo value should delete any surroundings. maybe the demo might be an interesting option for some orbital/ eagle stuff to vaporize bot bases. https://www.youtube.com/watch?v=56BIKpsB7fE I still can't get it to work. This i...
by gir489
Mon May 13, 2024 11:42 pm
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2761
Views: 416663

Re: HELLDIVERS 2

yep i had a big smile when i realized that we can get rid of the bug holes with projectile weapons now. I have no idea WTF you're doing that we weren't doing before, but if I just write the stuff to the weapon container, doesn't work. If I use your script, does work. So we just gave it the fuck-it ...
by gir489
Mon May 13, 2024 9:27 pm
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2761
Views: 416663

Re: HELLDIVERS 2

anyway, are we fine now? no more hating? ;) I noticed after a lot of testing (5 hours straight) that say for example I fire a Carl G. rocket at an illegal broadcasting tower, it just deletes the tower from existence. I really like this effect on the Verdict, because I can shoot the alien holes and ...
by gir489
Mon May 13, 2024 2:48 am
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2761
Views: 416663

Re: HELLDIVERS 2

Actually made decent changes. Nice work! BTW: cfemen and I have been taking apart that damage function and we have noticed several things: A lot of weapons are misidentified or just flat-out wrong. We corrected them here: https://pastebin.com/N2stDW3R You can use the OnClick Armory Weapon Editor to...
by gir489
Sat May 11, 2024 1:40 am
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2761
Views: 416663

Re: HELLDIVERS 2

ZoDDeL wrote:
Sat May 11, 2024 1:02 am
you can grab any weapon ID by taking the super dmg script aob
and check what addresses this reads from (reads dmg value and weapon ID is -4 byte)

Code: Select all

cmp [rcx+00],#42 //#42 // P-113 Verdict
You talk to me like I haven't done this 100 times. No shit, but you should've done it.
by gir489
Fri May 10, 2024 11:20 pm
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2761
Views: 416663

Re: HELLDIVERS 2

Blah blah blah Thanks for coming to my TED talk. I know you didn't ask, but here's my review of the table, as cfemen and I were battling with an issue of if a freeze we were experiencing was coming from a detection or the game being shit (spoiler, they were detecting us) The good: [*]Simple and Eas...
by gir489
Tue May 07, 2024 11:08 pm
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2761
Views: 416663

Re: HELLDIVERS 2

dmg_Super: mov [rcx+0C],#7777 // penetration 1 mov [rcx+10],#7777 // penetration 2 mov [rcx+14],#7777 // penetration 3 mov [rcx+18],#7777 // penetration 4 movd xmm3,[rcx+04] movd xmm1,[rcx+08] cvtdq2ps xmm1,xmm1 cvtdq2ps xmm3,xmm3 mulss xmm3, dword ptr [dmg_multiplier] mulss xmm1, dword ptr [admg_m...
by gir489
Tue May 07, 2024 1:45 pm
Forum: Tables
Topic: HELLDIVERS 2
Replies: 2761
Views: 416663

Re: HELLDIVERS 2

Updated the No Sway script for the 302 patch.