You are a captain in the United Defense Force, captain of your own star ship. The legendarily challenging single-player strategic survival simulation game! It will return the Transform component of your player.This is Space Crew: Legendary Edition. To get the player pos you need to call UnityEngine:Component:GetTransform with 1 argument ( your player address ) Then you should know that scanning for any positions in Unity is pointless.Īll positions are part of the Transform component, and all of them gets calculated as native code in the UnityPlayer.dll Or inject at the beginning of a function/method( to make it perfect you can also use ReadMem )ītw if you plan to do some things with positions in unity (like a noclip or teleport) Use AobScanRegion with very shorts AOBs on opcodes that won't be difference on other systems To read the 8 Bytes you can use lua (readQword and save it on allocated memory) or AutoAssembler (Alloc + ReadMem )Īfterwards read the NativePointer on 0x00 and you get a valid Mono Struct. Or sometimes you will find public static functions like "GetMainPlayer" that you can to get a pointer to your current player, or you can search for the 8 Byte Static Address that contains the structs ( note : static addresses will always lead to a crash if you dissect it with cheat engine,coz cheat engine cant handle a native address if its expecting mono) If you inject at SystemTimedSkill:Update+0x00 then its most likely on RCX. Your hook at SystemTimedSkill:Update+0xdc has on RSI the time struct. You can probably get most of the pointers there.Īs example,i dont have the game but i assume this: JIT will have things that won't be difference on other systems, as example a mov eax, or movss xmm0, will be the same on all systems = perfect AOBsĪnd dont forget to allocate the codecave near the inject point, otherwise it will generate a oversized jmp.Īnother good technique on mono code -> injecting at the beginning of a function/method without any AOBs. JIT code differences are often only very slightly, but with AobScanRegion you can scan for very small amount of AOBs. He probably has the same AOBs but its on a slightly difference offset, and your script is using a assert to make sure +6d has this bytes. I'll have to experiment with it though.Įrrors like the one posted from krmit "The bytes at Currenc圜ountedDisplay:GetValue+6d are not what was expected" will be fixed. I have an idea which may solve it, and make the table more stable for future updates. (Update 6) SpaceCrew.CT (32.32 KiB) Downloaded 737 times (Update 5) SpaceCrew.CT (32.02 KiB) Downloaded 169 times (Update 4) SpaceCrew.CT (25.35 KiB) Downloaded 95 times (Update 3) SpaceCrew.CT (32.39 KiB) Downloaded 81 times (Update 2) SpaceCrew.CT (20.22 KiB) Downloaded 73 times (Update 1) SpaceCrew.CT (20.69 KiB) Downloaded 96 times SpaceCrew.CT (20.6 KiB) Downloaded 138 times Activate the trainer options by checking boxes or setting values from 0 to 1.Click the PC icon in Cheat Engine in order to select the game process.(Update 6) Fixed table after game update. Same deal as before, last update unless table breaks. (Update 5) Fixed table after recent game update. This will likely be the last update unless the table breaks. Modified Max Shields so it won't manipulate shields that are at 0, this is to prevent an issue which would make these shields permanently deactivated. Added Armor One Hit Destroy so enemy ships are easier to destroy. (Update 4) With cfemen's help, added a means to easily exit the game once the table's been activated. Added Lock Shields, Enemy Crew One Hit Kill, and Enemy Shields One Hit Destroy. (Update 3) Re-added Lock Health and made it more reliable. Since Extreme Gameplay is a signature I left it in, though it will now effect everyone equally. Also made Max Health completely reliable, though had to remove Lock Health till I can find or think up a proper method to get a compare to work with it. Made table more reliable so it should work on all computers. (Update 2) Big thanks to cfemen for teaching me more about mono. (Update 1) Crewmember Health codes should no longer effect enemy boarders.
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