Search found 691 matches
- Mon May 27, 2024 3:02 pm
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2847
- Views: 433006
Re: HELLDIVERS 2
I noticed the damage script in helldivers2.CT is missing the following weapons and stratagems: PLAS-101 PURIFIER ARC-12 BLITZER ARC-3 ARC THROWER FAF-14 SPEAR ORBITAL GATLING BARRAGE ORBITAL 380MM HE BARRAGE ORBITAL WALKING BARRAGE EAGLE NAPALM STRIKE MACHINEGUN SENTRY HMG EMPLACEMENT AUTOCANNON SE...
- Sun May 26, 2024 7:24 pm
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2847
- Views: 433006
Re: HELLDIVERS 2
Yeah, but I recommend not using them, they suck fucking ass. My table on Page 1 will unlock all strategems in the game (including unreleased ones).MonitorAnon wrote: ↑Sun May 26, 2024 7:17 pmAt this point, can vehicles still be added? If yes, may I ask for the latest tutorial?
- Sun May 26, 2024 6:51 pm
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2847
- Views: 433006
Re: HELLDIVERS 2
I think it's this one? Looted it from one of saixlast's table. Obviously I can't really test it now. Laser rifle "Sickle" does not overheat [ENABLE] aobscanmodule(Sickle_Rifle_Overheating, game.dll,F3 42 0F 11 84 32 ?? ?? ?? ?? 8B 55 38 43 89 94 35) registersymbol(Sickle_Rifle_Overheating) Sickle_R...
- Sun May 26, 2024 1:52 am
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2847
- Views: 433006
Re: HELLDIVERS 2
I updated it to its current position, but it wouldn't work against the Quasar no matter what I did. It must have some kind of timer-based cooldown for it, and the overheat value is purely visual, don't know, don't care. As I recalled, back then there were 2 No Overheat scripts, one for the Las Cann...
- Sat May 25, 2024 7:37 pm
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2847
- Views: 433006
Re: HELLDIVERS 2
"overheat" probably means these weapons: LAS-5 Scythe (Primary) LAS-7 Dagger (Secondary) LAS-98 Laser Cannon (Support) LAS-99 Quasar Cannon (Support) Thanks for all the great work so far. The game is a lot more fun with these mods. Gir489, you had a "no overhead laser cannon" script back in March t...
- Fri May 24, 2024 3:11 pm
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2847
- Views: 433006
- Fri May 24, 2024 4:34 am
- Forum: Tables
- Topic: Bioshock 2 AoBScan +1
- Replies: 4
- Views: 8329
Re: Bioshock 2 AoBScan +1
Hey @STN. I know this thread is from a million years ago, and this table probably doesn't even work anymore, but I was the one who actually made this table. If the cheatengine.org archives still existed, there was also a trainer released with it as well. https://imgur.com/a/lW1DCJM This is the only ...
- Thu May 23, 2024 3:02 am
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2847
- Views: 433006
Re: HELLDIVERS 2
For some reason, the damage script's IDs for a lot of the oribtals were wrong, it was quite frustrating when I dropped a railcannon on a bile titan only for him to not even care. I manually logged and updated both tables on the 1st page, so it should be fixed. Here's a video of a bird. https://youtu...
- Tue May 21, 2024 9:52 pm
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2847
- Views: 433006
Re: HELLDIVERS 2
Allow Vaults To Work In Solo seems to have unintended side effects of causing the pellican to extract if you open a vault then get into the pellican. It will leave without waiting for the other X number of players left, because it thinks X = total from the JMP scenario I overrided it with the vault....
- Mon May 20, 2024 2:18 pm
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2847
- Views: 433006
Re: HELLDIVERS 2
Been noticing that sometimes when trying to use the Lua script included with the helldivers2_GameGuardActive script, Game Guard will kill the game with 1013. I've investigated why this is, and it was very hard to pin down, because it would only happen the first time I start the game. The 2nd/3rd/4th...
- Sat May 18, 2024 4:34 am
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2847
- Views: 433006
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...
- Sat May 18, 2024 3:00 am
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2847
- Views: 433006
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...
- Thu May 16, 2024 1:19 pm
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2847
- Views: 433006
- Thu May 16, 2024 2:25 am
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2847
- Views: 433006
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...
- Wed May 15, 2024 11:55 pm
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2847
- Views: 433006
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...