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Showing content with the highest reputation on 06/07/2025 in all areas

  1. well done my good man, i already put the code here to my full script, it works and very efficient, can reduce more text length in my script , i hope to see you again
    1 point
  2. hello, im still new at scripting, i tried something and it works but i need simplifier scripting, heres some part of my code local posX = gg.getListItems() local posY = gg.getListItems() local posZ = gg.getListItems() for i, v in ipairs(posX) do if v.name == 'posX' and v.flags == gg.TYPE_FLOAT then v.value = 100 end end for i, v in ipairs(posZ) do if v.name == 'posZ' and v.flags == gg.TYPE_FLOAT then v.value = 1 end end for i, v in ipairs(posY) do if v.name == 'posY' and v.flags == gg.TYPE_FLOAT then v.value = 50 end end gg.setValues(posX) gg.setValues(posZ) gg.setValues(posY) gg.addListItems(posX) gg.addListItems(posZ) gg.addListItems(posY) local searchResults = gg.getResults(10, nil, nil, nil, 1, 100, gg.TYPE_FLOAT) if searchResults.name == "posX" then for i, v in ipairs(searchResults) do searchResults[i].freeze = true searchResults[i].name = 'posX' end end if searchResults.name == "posY" then for i, v in ipairs(searchResults) do searchResults[i].freeze = true searchResults[i].name = 'posY' end end if searchResults.name == "posZ" then for i, v in ipairs(searchResults) do searchResults[i].freeze = true searchResults[i].name = 'posZ' end end gg.addListItems(searchResults) gg.clearResults() do i need an arraylist / tablelist and pointer ? for my 3 float value 100;1;50 because i need to input all values more than hundreds, if i still using script code above, it will very long writing
    1 point
  3. assuming you had already named all the items in the saved list. maybe you can try this : function setPos(x, y, z) local saved = gg.getListItems() local edited = {} for i, v in ipairs(saved) do if v.name == "posX" then v.value = x v.freeze = true table.insert(edited, v) elseif v.name == "posY" then v.value = y v.freeze = true table.insert(edited, v) elseif v.name == "posZ" then v.value = z v.freeze = true table.insert(edited, v) end end if #edited > 0 then gg.setValues(edited) gg.addListItems(edited) gg.toast("Position updated and frozen.") else gg.toast("No matching posX/posY/posZ found.") end end while true do if gg.isVisible() then gg.setVisible(false) local menu = gg.choice({ "Value 1 [x:100, y:50, z:1]", "Value 2 [x:200, y:150, z:1]", "Value 3 [x:300, y:200, z:1]", "EXIT"}, nil,"Select value") if menu == nil then elseif menu == 1 then setPos(100, 50, 1) elseif menu == 2 then setPos(200, 150, 1) elseif menu == 3 then setPos(300, 200, 1) elseif menu == 4 then gg.toast("Exiting..") os.exit() end end gg.sleep(100) end
    1 point
  4. ah so it can be like that, what about if i need to edit them again with different value at the same time the first, 3 values was 100;50;1 and the second, 3 values are 200;150;1 then the 3rd, 3 values 300;200;1 do i need to make an array? local array1 = {100;50;1} local array2 = {200;150;1} local array3 = {300;200;1}
    1 point
  5. If this happens on emulator with binary translation (Bluestacks, LDPlayer, MEmu, etc) and instructions that are modified have been executed a bunch of times before modification, then this is expected. It's not a bug in GG, it writes memory successfully, behavior will be same regardless of which external tool is used to write memory (as long as method is same, see PTRACE_POKEDATA in ptrace man page). Possible workaround is to apply modification early on, before target instructions have been executed.
    1 point
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